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The Impacts of Playing MOBILE-LEGENDS To The Overall Well Being of BSE ENGLISH Students
The Impacts of Playing MOBILE-LEGENDS To The Overall Well Being of BSE ENGLISH Students
In
Partial Fulfillment
of the Requirements For the Course
Science, Technology and Society
Academic Year 2023 - 2024
Presented by:
AFRICA, MARK ANTHONY C.
BUENASEDA, CAESAR ADRIAN C.
ESTORES, WENCY D.L.S
IBAYAN, KYLE SAMANTHA
MENDEZ, ROSELENE ANNE
VENTURA, JUSTINE
BSE - ENGLISH 1
May 2024
Table of Contents
Abstract………………………………………………………………………………..2
Acknowledgement…………………………………………………………………….3
INTRODUCTION
Background of the Study…………………………………………………………..4
Statement of the Problem………………………………………………………….5
Theoretical Framework……………………………………………………………6
Conceptual Framework……………………………………………………………7
Significance of the Study………………………………………………………….8
METHODOLOGY
Research Design…………………………………………………………………..15
Sampling Technique………………………………………………………………15
Setting of the Study……………………………………………………………….16
Subject of the Study……………………………………………………………….16
CONCLUSION……………………………………………………………………….22
RECOMMENDATION……………………………………………………………...24
References…………………………………………………………………………….25
Appendices……………………………………………………………………………27
1
ABSTRACT
Mobile Legends is one of the well known online games in terms of multiplayer and
battle arena — in which the players get to choose the hero that has different skills and
attributes. This was produced and developed by Shanghai Moonton Technology, a game
development company based in Kuala Lumpur, Malaysia, and was launched in 2016.
This particular online game created a huge and rapid impact to many players because of
its game framework and unique-built heroes. According to an article, online gaming
provides many positive effects to a student’s well being along with their academic
performance. It can be a great source to develop early learning skills for younger children
and enhances memory, brain’s speed and concentration (Internet Matters, n.d.).
The researchers aim to understand and identify the impacts of the said game to the
overall well being of the students under Bachelor of Secondary Education Major in
English first years. The researchers used a Quantitative Descriptive research design and
utilized survey questionnaires to gather data in a short amount of time. To interpret the
data, the researchers computed for the average that has a corresponding value. Based
from the results, it showed that playing Mobile Legends have a significant effect on the
students well being in terms of Academics, Social, Physical, Psychological, Mental and
Emotional. The game has its drawbacks and benefits and further study must be conducted
to elaborately examine different aspects. In conclusion, playing Mobile Legends has both
a positive and negative impact to the students lives as it enhance their skills and helps to
cope with different challenges, yet it also affects how they react to certain things and how
they consume their time playing the game.
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ACKNOWLEDGEMENT
We are aware that we owe a debt of gratitude to many people who assisted us in
completing this research study. First of all, we want to thank our Almighty God for
guidance and blessings. To our Science, Technology and Society Professor, Mrs. Raquel
Angeles, who supported, believed and guided us throughout this study. To the students of
the Bachelor of Secondary Education Major in English where we had done our interview
and was a very cooperative class. To the University itself that became the location of our
study. Thank you to all our teachers, friends and family members especially our parents
for undying support throughout the entire phase. To all of our colleagues and friends who
have been willing to share their time, thoughts and suggestions to us, we thank you.
3
I. INTRODUCTION
Online games are probably one of the variety of hobbies a person can do during
free time. With the help of technology and the internet, online games became popular
world wide and the evidences are almost everywhere. Online gaming is simply the
playing of a video game over the internet, usually with friends. Online games can be
played on any number of devices from dedicated video games consoles such as
PlayStations, Xboxes, and Nintendo Switches, to PCs, laptops and mobile phones (Klass,
n.d.). Online gaming provides many benefits. Unfortunately, it also comes with some
risks. As well as developing gaming disorder, the ability to play and chat online with
others around the world can leave children and young people open to scamming,
grooming and online bullying. Loot boxes and skin betting have also received widespread
Mobile Legends is one of the well known online games in terms of multiplayer and
battle arena — in which the players get to choose the hero that has different skills and
attributes. This was produced and developed by Shanghai Moonton Technology, a game
development company based in Kuala Lumpur, Malaysia, and was launched in 2016.
This particular online game created a huge and rapid impact to many players because of
its game framework and unique-built heroes. According to Chua (2019), Mobile Legends
has reportedly racked up over 500 million downloads and 75 million active players the
first time it was launched. Since then, it became popular and even held online
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various factors that affected the players in many aspects such as physical, emotional,
gaming provides many positive effects to a student’s well being along with their
academic performance. It can be a great source to develop early learning skills for
younger children and enhances memory, brain’s speed and concentration (Internet
Matters, n.d.).
However, we need to consider that there are also negative effects of this platforms
such as addiction, can increase health issues, and also result to poor academics. This
study focuses on the impact of playing Mobile Legends that will revolve around BSE-
perspectives and for the researchers to analyze and evaluate how Mobile Legends
This study aims to understand the impacts of playing Mobile Legends to the
overall well being of Bachelor of Secondary Education Major in English first years,
specifically to answer the following questions;
1.1 Age:
1.2 Gender:
1.3 Number of Hours Using the Application:
2. What are the impacts of playing Mobile Legends to the overall Well Being of BSE-
ENGLISH 1 Students in terms of;
2.1 Academics
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2.2 Mental
2.3 Social
2.4 Psychological
2.5 Physical
2.6 Emotional
3. Is there a significant difference between playing Mobile Legends and the overall
Well Being of BSE-ENGLISH 1 students in terms of the above mentioned?
Theoretical Framework
Online gaming for students has been very influential in different aspects of their lives.
Certain findings also shows the negative impacts of playing online games to a students
well being as well as positive. For this study, the researchers will utilize the Uses and
Gratification Theory which states that people choose to consume certain kinds of media
contrast to other theories about media, UGT focuses on the media consumer rather than
the media itself or the messages the media conveys. While other theories see people as
passive recipients of media messages, UGT sees people as active consumers of media
who are aware of the reasons they choose to consume media (Vinney, 2024).
Conceptual Framework
A paradigm below was prepared to show the variables and processes that were used
in the study. The paradigm shows the materials that were used in the study.
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The Impacts of Playing Mobile Legends to the Overall Well Being of BSE-ENGLISH 1A
Students at University of Rizal System Antipilo Campus
3. Is there a significant
difference between
playing Mobile
Legends and the overall
Well Being of BSE-
ENGLISH 1 students in
terms of the above
mentioned?
7
Significance of the Study
In this section, the researchers expressed the value or importance of the research study
and this is where the significant contribution of the result was enumerated. This research
Mobile Legends Players. The result of this study will help the mobile legends
players to know that playing online games (mobile legends) has an impact on their
Students. The students themselves can benefit from this study by understanding the
impacts of their online gaming habits on their overall well being. This awareness can
empower them to make informed choices about their online gaming activities and
Teachers and educators. The result of this study will help teachers and educators by
providing insights into the potential impacts of playing mobile legends on students'
overall well being. This information can help design targeted interventions to address
potential negative impacts of playing mobile legends on students overall well being.
Parents and guardians. The result of this study will help the parents and guardians
of the students by becoming more aware of the effects of playing mobile legends on
the overall well being of their children. With this knowledge, they can make
informed decisions regarding their children's online gaming habits and implement
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appropriate limits or guidelines to ensure a healthy balance between gaming and
Future researchers. The result of this study will be serving as a guide for other
In the world of technology, certain activities are being introduced to every person to
ensure the development of digital literacy to the everyone. From using social media to
search engines and creating application software for entertainment purposes. For an
instance, the creation of gaming application has been timely and well known especially to
the generation of children that experienced advanced technology at a young age and one
playing video games over the internet with the company of friends, personal or inside the
screen. Online games can be played using different devices such as phones, laptops,
computers, and many more (Klass, n.d.). Additionally, online gaming composes of
complex graphics and systems that became very popular due to its amazing features for
Moreover, an article stated that though Online gaming is one of the most addicted
hobbies all around the world, over 2 Billion of people addicted to it are students. In the
Philippines, the most popular online game is Mobile Legends. Other games such as Call of
Duty, PUBG, and League of Legends are on the list, too. Students, not just in the
Philippines but also in other countries, play these games to relieve their stress, to entertain
9
themselves, to have fun with their friends, and to find more gamer friends because through
online games, they can interact with other players. However, the problem is, most of the
students cannot limit themselves in playing online games resulting of having negative
effects of online games in different aspects of their life. These effects may affect their
behavior, performance, and mostly their health. Certain effects have been cited that was
brought by playing online games such as isolation, addiction, behavior, in the academics,
effects of playing Mobile games to their lives and it affected their personal growth, social
life, and academic performance. It was highly advises that more college students and
families should take consideration about these positive impacts to use the platform in a
reasonable manner. Furthermore, the study also elaborated that it provides happiness and
relieve the stress of students. They can surpass negative emotions and be more attentive
about their surroundings because it improved their self consciousness. College students
were also given a chance to create a reality where they can be free to express themselves
in any way they can with the use of avatars from the game. The students were able to
socialize in a low cost because of fast communication brought by technology with the
people that has the same interests as them. Through this platform, the students gained
skills that was a big help for their academic performance such as critical thinking skills
In accordance to an article, there are variety of reasons why students fail to comply in
school, especially on college students. It shows that 92% of students play online games
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regularly and despite the multiple opportunities that online gaming provides, over usage
can potentially increase the negative impact to a student’s academic success. College
environment which can lead to more stress and anxiety, because of this, online games
serve as an escape from that reality. Though online gaming provides many benefits such
as, increasing interest in certain fields of technology and enhance brain efficiency,
negative sides are still evident and that’s why further studies are still being made up until
Online gaming has been very relevant in this generation of individuals. It serves as a
hobby and even became a sport that created a buzz in the arena. Though many studies
have been conducted beforehand, a certain online game called Mobile Legends has been
one of the most famous games that people seem to enjoy utilizing, however, certain
findings stated the effects of online gaming to the well being of individuals, especially
students. According to Huang (2024), students that are exposed to online games show
poorer “family self” and ”life adaptation” but greater “physical self” than non gamer.
Aside from that, it showed three contributing factors why students play online games
such as self affirmation, social interaction and leisure. Moreover, according to the
research report of Wang et al. (2019). It was revealed that adolescents with mobile game
addiction have higher self-reported depression, social anxiety, and loneliness. Moreover,
gender difference was also observed regarding to mobile game addiction, depression, and
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anxiety. It shows that male adolescents who's addicted to mobile game may experience
more anxieties if they use mobile games addictively, compare with female adolescents.
Gwen Katrice A. Emano in her article called "Is Mobile Legends good?", stated
that "Mobile Legends" have both positive and negative effects on users. The positive
effects include: improving brain functions and educating children. On the negative side, it
can be a distraction while doing other activities, affecting social interaction, sleep
problems, and loss of productivity. Moreover, it was said that these negative effects can
be avoided by guiding the children and make a schedule for their games. Additionally,
devices may lead to neglecting real-world connections and fostering a dual identity
through gaming. This detachment may induce feelings of joblessness and anxiety, driving
individuals to seek solace in online gaming. The preference for technological interaction
advancements.
(Garnada, 2020) suggests that while computer games can initially serve as a
remedy for boredom, the potential lack of self-discipline may lead to addiction among
technologically inclined youth. This concern is particularly relevant for students who
spend excessive hours on gadgets, causing them to prioritize entertainment over their
academic responsibilities. The ( 2018 ) study by Fabiro, Rodriguez, Diloy, and Trillanes
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highlights that the lives of today's youth revolve around technology, particularly mobile
devices like cellphones and laptops. Online games, accessible anywhere with a gadget,
are immensely popular among students, played in short bursts. While mobile games
facilitate new friendships, they can also be time-consuming and detrimental to those
lacking self-discipline. It was indicated in the study conducted by Martisa et al. (2023),
the users of the mobile game "Mobile Legends" experienced such traumatic discourse
due to Cyberbullying. It shows that users who spend most of their time feel more
traumatized than those who have not. Bullies used derogatory language as the form of
bullying which has the greatest impact on users and they also involve the parents of the
In addition, based on the results of the study conducted by (Ong et al., 2023),
users or so called gamers are playing these games as a leisure compared with being
relevant in everyday life or academic achievements. Moreover, the result shows that
playing mobile games is a way for users to cope up with different negative emotions
decrease on student's motivation to learn in the form of not wanting to learn, being
indifferent to lessons, and decreasing the value of subjects at school. Moreover, online
games has a negative impact on student's achievement as they became more lazy in doing
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their homeworks, getting a low grades in their report card, and they're showing no sign of
Further studies imply that Mobile games greatly affect students in both sides of the
spectrum. For example. They can increase psychological flexibility, well-being, mood,
and school satisfaction, while reducing emotional and behavioral problems and loneliness.
One study found that a mental health game called eQuoo, which teaches psychological
skills through gamification, significantly increased resilience and decreased anxiety and
depression among students. Another study explored the use of mobile learning and
and found that technology can be beneficial depending on the participants' influences.
Legends, greatly affect the students’ well being both negatively and positively. However,
most studies are often generalized and did not focus to a specific level of education. This
study aims to focus on how playing Mobile Legends will affect the overall well being to
college students and to further elaborate the effects on their academics, social, mental,
psychological, physical and emotional, that can either result to a drawback or motivation.
II. METHODOLOGY
Research Design
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The researchers will utilize a Quantitative Descriptive research design in order to
conduct a study regarding the impacts of playing Mobile Legends to the overall well
Quantitative research design relies on the collection of numerical data. This research
are often used to ensure consistency and reliability (Jain, 2023). For this study, the
researchers will use quantitative descriptive research design to interpret the overall
well being of students with regards to using Mobile Legends that may have or have
not a positive or negative impact. Moreover, in order to interpret the gathered results,
the researchers will find the mean based on the corresponding number for their
answers which will then be used to understand whether Mobile Legends has an impact
Sampling Technique
in qualitative research for the identification and selection of information-rich cases for the
most effective use of limited resources. (Cresswell & Plano Clark, 2011) This involves
focuses on the impacts of playing mobile legends to the overall well being of BSE-
English 1 students at University of Rizal System campus, through the use of purposive
sampling technique the researchers will carefully identify and select the respondents of
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the study, since it only focuses to the students who are experiencing the impacts of
This study will take place within University of Rizal System, Antipolo Campus
under the supervision of our Science, Technology, and Society instructor, Mrs. Raquel
Angeles. The researchers decided to conduct this study particularly through the help of
This study is largely dependent on the honesty and sincerity of the respondents.
For this study, the researchers will gather data from the first year students of the
Bachelor of Secondary Education Major in English with regards to the use of Mobile
Legends as the mobile game that the students mostly spend their time on.There will be 20
respondents for this study in order to determine the impacts of playing Mobile Legends
to the overall well being of BSE- English 1 students at University of Rizal System
Antipolo Campus.
Upon gathering the survey results out of the 20 respondents, with 12 boys and 8 girls,
the demography showed that the students, regardless of the gender, majorly consumed 1 -
2 hours of their time playing Mobile Legends per day with ages 19 - 21 years old. This
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shows that the game has been a part of the students’ hobby which they do during spare
Based from the gathered data and after getting the mean of each aspect, the results with
regards to the students’ academic, social, physical, mental, psychological, and emotional
Number Average
1. Playing mobile games, specifically Mobile 2.4
Legends, helps me increase my performance in
class participation.
Table 1: Academics
Under Academics, it showed that the students disagreed that playing mobile games
average of 2.4. Additionally, with an average of 3, the students showed neutrality when
it comes to forgetting to do school works when playing Mobile Legends. Moreover, the
students also disagreed that playing Mobile Legends gave them a hard time focusing on
class with an average of 2.35. Furthermore, with an average of 1.4, the students strongly
17
disagreed that they often play Mobile Legends inside the class even with ongoing
discussions. Finally, the students showed neutrality when it comes to playing Mobile
Legends negatively affects their overall academic performance in school with an average
of 2.8/3. On the other hand, even though there are negative impacts of playing Mobile
Legends on students Academics such as playing it does not increase the students
performance in class and sometimes they often forget to do school works. The positive
impacts of playing Mobile Legends simply outweigh it's negative impacts. Therefore, this
actively demonstrates that playing Mobile Legends has a positive impact on the students
Academics and does not negatively affect the students overall academic performance in
school, moreover, it does not interfere with their focus in class also due to the fact that
Number Average
1. Playing Mobile Legends allows me to improve 4
my social skills even if it’s inside the screen.
Table 2: Social
Based on the survey results, the data revealed in terms of Social aspects, the
Legends improves their social skills through screen. According to the players, teamwork
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skills are also improving when they play, which is agreed to be helpful and applicable in
different situations in real life, with an average result of 3.75. On the other hand, the
average of 2.4 otherwise disagreed with the idea that playing Mobile Legends will make
them lack communication with their family and friends. Furthermore, in terms of
boosting confidence through social interaction, the results agreed to be neutral with an
average of 3.5 — almost the same as the results of spending time with phone despite
being with family and friends, it is being neutral with an average result of 3.3. Therefore
we can conclude that, in terms of social aspects, playing Mobile Legends meaningfully
creates a connection and relationships. It is not a hindrance to interact with family and
friends regardless of being in the game — it somehow shows there is still a balanced
connection between playing the game and dealing with people surrounding us.
Number Average
1. Playing Mobile Legends hinders me from 3.15
performing different physical activities
2. When playing Mobile Legends, I frequently feel 2.45
discomfort in my body.
3. Mobile Legends affected my lifestyle because of 2.85
the time I consumed playing it.
4. I feel the satisfaction that my body needs when I 2.7
play Mobile Legends.
Table 3: Physical
The results of the survey under Physical showed that, the majority of the
respondents' lives. The majority noted that playing the game hinders their engagement in
19
reported that they don’t experience frequent bodily discomfort while playing, averaging
not because of falling under neutrality, with an average rating of 2.85. Despite these
Mobile Legends gameplay, averaging at 2.7 still falling under neutrality. Moreover, the
game's influence extends beyond mere enjoyment, as it also disrupts respondents' sleep
routines and daily activities, averaging at 3.5 and the majority still agreed with the events.
These findings underscore the need to consider the broader implications of gaming habits
especially on the physical aspect of a student’s well being. The game may not hinders
them from different activities but at the same time, it still affects their daily routines
Number Average
1. Playing Mobile Legends helps me to overcome 3.65
loneliness and anxiety.
2. Mobile Legends has become a place of comfort 4.15
whenever I have problems.
3. Because of playing Mobile Legends, I became 2.75
more hesitant to face my problems due to the
comfort that it’s giving me.
4. Day by day, I just want to play the game instead 2.9
of doing other things.
Table 4: Psychological
From the results gathered under Psychological well being, it showed that
majority of the students agreed that Playing Mobile Legends helps to overcome anxiety
and loneliness with an average of 3.65. Additionally, the game had also became a place
of comfort for the students whenever problems occur garnering an average of 4.15. With
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an average of 2.75 and lies along neutrality, students doesn’t show hesitation in facing
problems because of the comfort that the game is giving them. Moreover, students also
showed neutrality with regards to wanting to play the game all day instead of doing other
things, having an average of 2.9. Lastly, students disagreed upon seeing the game as
lifestyle rather than a hobby with an average of 1.95. Therefore, playing mobile legends
have a positive impact on the students psychological well being due to the comfort that
its giving them with regards to anxiety and loneliness, but the students only see it as a
hobby during leisure time and not something that they want to do most of the time.
Number Average
1. Mobile Legends makes me forget about my stress 3.85
and it clears my mind from worries.
2. Playing Mobile Legends allows me to think 3.4
freely
3. With Mobile Legends, it improves my critical 3.75
thinking skills especially in handling difficult
situations.
4. I always feel irritated whenever I’m losing a 4.15
game.
Table 5: Mental
Under Mental aspects, the majority of the respondents, with an average of 3.85,
agreed that playing Mobile Legends makes them forget their stress and clears their minds
from worries. Thus, it proves that playing this online game in the mental aspect of the
respondents is one of their coping mechanisms to release stress. On the flip side, a neutral
result revealed in the data shows that playing Mobile Legends allows them to think freely.
broad-minded because it is a strategic game that needs critical analysis and strategy in
21
order to win. However, respondent number 2 disagreed; for him, playing Mobile Legends
makes him more distracted and preoccupied, especially inside the school. The data also
revealed that the majority of the respondents, with an average of 3.75, agreed that playing
Mobile Legends improves their critical thinking skills, especially in handling difficult
situations. Although playing this game is one of their coping mechanisms to release stress,
the majority of them, with an average of 4.15, agreed that it also somehow makes them
irritated, especially when they lose the game. Lastly, the survey result revealed that the
majority of the respondents had a neutral answer: Mobile Legends allows their minds to
be more active and productive after playing the game. Therefore, we can conclude that
playing Mobile Legends can both have positive and negative effects in terms of their
mental aspects. It is a sort of stress reliever and improves their critical thinking skills, but
Number Average
1. When playing mobile games, I tend to burst out 3.7
my feelings too much.
2. Playing Mobile Legends makes me very happy 3.95
and it takes away my sadness from different things.
3. I always feel devastated when I lose the game. 3.45
Table 6: Emotional
Based on the survey results, the data showed that in terms of emotional aspects, the
majority of the students, with an average of 3.7, agreed that when playing Mobile
22
Legends, the respondents tends to burst out their feelings excessively. Moreover, with an
average of 3.95, the respondents agreed that playing Mobile Legends makes them very
happy, and it also takes away their sadness from different things. Hence, the respondents
show neutrality when it comes to being devastated after losing a game by an average of
3.45. Additionally, with an average of 3.35, the respondents show neutrality with regard
to playing Mobile Legends easily affects their mood. Lastly, with an average of 3, the
respondents also show neutrality when it comes to letting their emotions win when
playing Mobile Legends, even though it negatively affects themselves and the people
around them. Therefore, we can conclude that in terms of emotional aspects, playing
Mobile Legends can significantly affect our emotions positively and negatively. Playing
such a game can easily change our moods. We can be happy upon winning, but it can
IV.CONCLUSION
The conducted research showed many effects on how playing Mobile Legends
affects the students well being in different aspects. Some questions showed neutrality
which somehow manipulated the interpretation of the results, however, the answer
Academic : Playing Mobile Legends under Academic aspect showed both positive
game does not really have a negative impact during class participation since most
23
Social : aspect showed that the game indeed enhanced their social skills and builds
relationship with other people. The time that they consume playing the game does
not have a negative impact on their surroundings due to the fact that it also became
Physical : aspect, the results showed how the game can affect their daily routines
such as sleeping patterns but it does now necessarily affect their capabilities to do
Psychological : aspect, the gathered data showed that playing Mobile Legends
positively affects their well being especially to cope with loneliness and anxiety, it
had became a hobby of the respondents especially when facing problems, however, it
did not showed the idea of turning it into a lifestyle and just focusing in all of that.
Mental: In addition to that, playing Mobile Legends can both have positive and
negative effects in terms of their mental aspects. It is a sort of stress reliever and
improves their critical thinking skills, but somehow, it can also be a sort of addiction
Emotional : Mobile Legends can significantly affect our emotions positively and
negatively. Playing such a game can easily change our moods. We can be happy
upon winning, but it can also get us upset upon losing a game.
Therefore, this study shows not only how students use the game as a source of escape
from certain things they want to avoid for a while, it also shows how the game builds a
side of them that they don’t know about their selves. Not only does the game enhance
their skills in different aspects such as mental, social, and psychological, it also helps
24
them cope with the idea of stress under emotional, and physical that somehow affects
their academic performance in class. This study may have captured the positive and
negative impacts of playing Mobile Legends to the students overall well being, further
studies needs to be done to analyze certain things in different aspects, especially those
that showed neutrality. However, we can conclude that playing Mobile Legends has a
significant difference amongst difference aspects of a person, and both its benefits and
drawbacks may vary from person to person depending on the level of their willingness to
V.RECOMMENDATION
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Psychological - With regards to psychological well being, it is recommended to
conduct face to face interview and examine the student at a given period of time
before playing the game, during, and after to understand how can the game really
affect a student psychologically that may affect his/her overall perception of the
things around them.
Because there was a lack of respondents, because not every student is playing Mobile
Legends, a handful of points were identified. It will be beneficial to look at a follow-
up study with the same participants using a new methodology, set of questions, and
setting in order to get a more comprehensive understanding of the individual’s
responses.
Due to lack of time, the elaboration of the different aspects such as academics, social,
physical, psychological, mental, and emotional must be prioritized to have a strong
foundation with the findings. It is advised for the future researchers to focus on one
aspect at a time.
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To help researchers and future researchers who could perform a similar study, it is
advised that participants of the study should dedicate time to, engage with, and
participate honestly in the questionnaires being presented to them.
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28
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ar=2011&#d=gs_qabs&t=1711389281084&u=%23p%3D3emXaENfkNsJ
APPENDICES
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