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CHAPTER 1 RESEARCH ON ML Revised
CHAPTER 1 RESEARCH ON ML Revised
INTRODUCTION
computers have been transferred to mobile devices like Ipad and smartphone, which
is especially the case for game applications. Mobile video games refer to games
played by either single or multi players via online mobile devices. These games are
particularly popular when they can be downloaded for free (e.g., “freemium games,”
which are free but customers pay for extra features) (Su et.al 2016). Because of
technology, new things were created ,one of these things are mobile games. Moblie
portable media player or graphing calculator. One of the most played game these
Technology. It is a game designed which is only for phone. This game has two
opposing teams to defend the fort so as not taken over the opponent.
Relatively few studies have examined the relationship between mobile game
especially designed for mobile game addiction has been developed. In literature,
problematic mobile video gaming has been defined as a phenomenon in which users
strongly rely on mobile games and cannot help playing them repeatedly over a
comparatively long period (Sun et al., 2015, p1-12).Specifically, mobile video games
can raise the possibility of addictive behavioral patterns and, consequently, more
may not play for hours in a row, but probably doing it several times a day, take a
couple of minutes just to check the game or complete a simple action instead of
transactions add up over the day or week and cause a lot of wasted time. Since the
time mobile legend was released many teenagers were hook in playing this game.
Indeed the vast majority of psychological research on the effects of gaming has been
focused on its negative impact: the potential harm related to agression, addiction,
and depression.
It is likely that this focus will not diminish in the near future, in part because of the
enormous media attention garnered when mass killings are associated with youth
who play violent video games (Ferguson 2007). But on the other hand, according
to Pellis (2007) nueroscientific research with rats suggest specific brain mechanism
that help explain how play fighting in particular leads to the development of social
and dominance, aggression, nurturance, anxiety, pain, and joy can be enacted
productively.
published in Molecular Psychiatry, their study showing that more hours of mobile
gaming are linked to lower verbal IQ and adverse changes in the brain’s white
brains.
The researchers believed that studying the effects of Mobile Legends may help the
senior high school students to be aware of its health risks that come with its
prolonged use. They also want to develop programs that may help the students who
are playing mobile legends excessively to cope up with the negative effects in health
as a result of playing the said game. Therefore, researchers are eager to expand
THEORETICAL FRAMEWORK
approaches are described in this section: (1) mood management theory,(2) general
aggression model and general learning model and (3) five dimensions of video game
effects perspective.
content could alter an individual’s current mood state . Continuous playing with
mobile legends and the increase of time spent of playing (even late in the evening)
has a negative influence on teenagers’ health.Insufficient time for rest and sleep
affects the general condition of the child’s organism and disturbs the normal
According to this framework, repeated exposure to violent video games leads to the
physical aggression in the real world (Anderson & Bushman, 2002). The general
learning model provides a useful framework for understanding how video games
exert short term and long terms effects on their users.This model shows that learning
does not simply mean acquiring information, but potentially changing behavior and
personality as well. Video games are clearly a powerful tool and,like any effective
tool,care should be take in how they are used (Anderson & Dill, 2000).
context, structure, and mechanics. Each dimension can produce specific types
of effects. The amount of play can produce effects regardless of game content by
to the constant interrelation between the game’s content, structure and the control
over it, the excessive use of games with aggressive content which are not structured
well enough could lead to negative psychological consequences for the players
(Koleva N, 2014 ).
SCHEMATIC DIAGRAM
Student’s profile
a.Age
b.Sex
c.Strand / track
Effects of mobile games to
the
students
Figure 1.The Schematic Diagram of the study shows the Independent and
Dependent variable.
This study aims to know the mental health effects of Mobile Legends
1.1.Sex
1.2 Age
1.3.Strand /track
1.4.Year level
3.What are the possible effects of playing mobile games in SHS students in terms of:
Players: This study is primarily important to players, for it will give them relevant
information about the negative effects on mental health that they may acquire from
Parents : This study will help the parents to have enough knowledge about the
negative effects on mental health of mobile legends among their children who are
Readers: This study will help the readers to have the understanding about the
Future Researchers: The result of this study will serve as a guide of other
This study aims to know the negative effects of playing mobile legends on mental
health among Senior High School students.This study is limited only to the the
DEFINITION OF TERMS
There are following terms in this research that might new or unfamiliar, the
researchers also used some word but gave a new meaning. This section will
drug seeking and use despite adverse consequences .It is considered a brain
affects how we think, feel, and act. It also helps determine how we handle stress,
Mobile game- is a video game that is typically played on a mobile phone. The term
also refers to all games that are played on any portable device
Mobile Legends- Bang Bang is a multiplayer online battle arena (MOBA) game
designed for mobile phones. The game is free-to-play and is only monetized through