Professional Documents
Culture Documents
Research
Research
Research
Year 2023-2024
Ferrer, Rhiazia V.
Serrano, Jasmine
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CHAPTER 1
INTRODUCTION
The ubiquity of smartphones and the increasing popularity of mobile gaming have
brought about concerns regarding the impact on various aspects of individuals' lives,
including sleep duration. In recent years, there has been a noticeable decline in the
sleeping duration among adolescents. Previous research has established that excessive
time spent on electronic devices, including mobile games, can have detrimental effects on
individuals' sleep patterns. Studies have shown that increased screen time and exposure to
stimulating activities before bedtime can contribute to difficulties falling asleep and
reduced sleep duration, ultimately leading to sleep deprivation (Hale et al., 2018).Mobile
gaming has gained immense popularity among students in recent years. The convenience
and accessibility of mobile games have made them a prevalent form of entertainment.
However, concerns have been raised regarding the potential negative impact of excessive
mobile game usage on various aspects of students' lives, particularly their sleep duration
mobile gaming, and sleep duration among adolescents. Several studies have found that
increased screen time, especially before bedtime, is associated with shorter sleep duration
and poorer sleep quality (Hale & Guan, 2018; Knutson et al., 2018). This relationship can
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be attributed to factors such as the stimulating effects of screen time on the brain, the
displacement of sleep time by screen usage, and the disruption of circadian rhythms.
Prior studies have investigated the impact of various factors on sleep duration, such as
screen time, social media usage, and internet browsing habits. Several studies have
established a connection between excessive screen time and poor sleep quality and
duration (Hale & Guan, 2018; Knutson et al., 2018). However, limited research has
focused specifically on the relationship between time spent on mobile games and the
The advent of mobile gaming, featuring easily accessible and addictive games,
poses a unique challenge to students' sleep habits. Grade 12 students are particularly
susceptible to irregular sleep patterns due to academic stress, college preparation, and
social obligations. Mobile games, with their engaging and immersive nature, have the
potential to disrupt their sleep routines further. However, current research exploring the
relationship between times spent on mobile games and the decline of sleeping duration
among this specific demographic is limited. To bridge this research gap, the present study
aims to explore the relationship between time spent on mobile games and the decline of
sleeping duration among grade 12 students. By quantifying the amount of time students
spend on mobile games and assessing their sleep duration objectively, this study seeks to
Through the collection of quantitative data, this study will contribute to the
design targeted interventions to promote healthy sleep patterns among grade 12 students.
Additionally, the findings of this study will highlight the importance of establishing
guidelines and strategies to minimize the negative impact of mobile gaming on sleep
duration.
The research aims to investigate the relationship between the time spent on
mobile games and the sleep duration among Grade 12 ICT students at Doña Senior High
School during the academic year 2023-2024. Specifically, the following issues will be
addressed:
1. What is the average time spent on mobile games per day by Grade 12 ICT students at
2. What is the average sleep duration per night among Grade 12 ICT students at Doña
3. Is there a significant correlation between the time spent on mobile games and the sleep
duration among Grade 12 ICT students at Doña Senior High School in the academic year
2023-2024?
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By addressing these questions, the research aims to provide insights into the
impact of mobile game usage on the sleep patterns and duration of Grade 12 ICT
technology usage habits and improve overall well-being among this demographic.
Hypothesis
There is no significant relationship between the time spent on mobile games and
the sleep duration of Grade 12 ICT students at Doña Senior High School in the academic
year 2023-2024.
Theoretical Framework
It was not so long ago that smartphones were first introduced to the general
public. In the late 90s' the leading communication technology companies started
advertising for a mobile phone with Internet access and multiple functionalities that is so
called now "smartphone” (Alshobaili,AlYousefi, et. al. 2019). This study's main
objectives are to examine the prevalence of smartphone usage at bedtime and its effect on
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sleep quality among Grade 12 ICT Students in Doña Hortencia Salas Benedicto National
Model (RAM). She theorized that all individuals are biopsychosocial beings who
environment, as it can affect quality of life and overall health. (Guadiana, Okashima.
et.al, 2021).
inhibition of basic psychological needs can lead to negative consequences (i.e., online
gaming addiction). It suggests that individuals have basic psychological needs, such as
Online games may provide players with a sense of autonomy and competence that
lead to copy those actions in reality. It suggests that individuals learn through
observation, modeling, and reinforcement. SLT posits that playing games could be
(Alamri, 2018).
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Conceptual Framework
The objective of this study is to examine the relationship between the time spent on
mobile games and the sleep duration of grade 12 students. The research aims to
understand how the excessive use of mobile games might impact the sleep patterns of
high school students. This conceptual framework incorporates key concepts related to
mobile game usage, sleep duration, and the potential link between the two variables. By
examining the influence of excessive mobile game usage on sleep duration, this study
aims to contribute to the understanding of the potential impacts of mobile game usage on
Schematic Diagram
Sleep Duration
Sleep Duration
The study investigated the relationship between the time spent on mobile games
and the sleep duration of the selected students. Data collection included self-reported
information on daily mobile game usage and sleep duration. The research employed
quantitative methods to analyze the data, such as surveys and statistical analysis. Factors
such as academic workload, extracurricular activities, and personal lifestyle choices was
considered as potential influences on the relationship between mobile game usage and
sleep duration. The study adhered to ethical guidelines, ensuring the confidentiality and
anonymity of participants' responses. The timeframe for data collection was limited to a
specific period agreed upon by the researchers and the school administration.
School. The proposed study will serve as a valuable tool for fostering student
Teachers. The proposed study will help teachers gain valuable insights into the
impact of mobile gaming on students' sleep patterns, specifically among Grade 12 ICT
students. This research will enable teachers to tailor their teaching methods accordingly.
Students. The proposed study serves as the basis of students to gain awareness of
how much time they actually spend on mobile games and how it affects their sleep
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patterns. This self-reflection can empower them to make informed decisions about
managing their time effectively. Students can take proactive steps to strike a balance
Parents. The proposed study equips parents with evidence-based information that
can facilitate discussions about responsible gaming habits both at home and within
educational institutions.
Researchers may explore how excessive mobile gaming affects individuals in various
Definition of Terms
assistants (PDA), portable media players (e.g., iPods), smartphones, and Tablet (Jeong,
Operationally, mobile games refer to electronic games that are played on mobile
Time Spent on Mobile Games. Conceptually this refers to the amount of time
the total minutes or hours grade 12 students spend actively engaged in playing mobile
Operationally, Sleep duration can be defined as the total amount of time spent
sleeping by grade 12 students, including both nighttime sleep and any daytime napping,
CHAPTER 2
This chapter presents the relevant literature and studies that the researchers
considered in strengthening the importance of the present study. It also presents the
synthesis of the art to fully understand the research for better comprehension of the study.
of basic psychological needs can lead to negative consequences (i.e., online gaming
addiction). It suggests that individuals have basic psychological needs, such as autonomy,
competence, and relatedness, that motivate them to engage in activities. Online games
may provide players with a sense of autonomy and competence that distracts them from
Recent studies have highlighted the pervasive nature of mobile gaming among
Grade 12 ICT students. With the ubiquitous availability of smartphones and high-speed
internet, these students often engage in gaming activities both during leisure time and
within educational settings (Gonzales & Mendoza, 2022). The prevalence of mobile
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gaming among Grade 12 ICT students underscores the importance of understanding its
online gaming and its potential effects on adolescents' sleep patterns. The researchers
found a positive correlation between the amount of time adolescents spent watching TV,
using the internet, and playing games on their mobile phones, and their wake-up times.
This suggests that increased engagement in these activities may lead to delayed sleep
schedules, resulting in shorter sleeping durations. The study also revealed a negative
correlation between playing mobile games/console games and listening to music and
sleep duration in adolescents. These findings indicate that spending more time on these
Research conducted has provided valuable insights into the relationship between
mobile gaming and sleep duration among adolescents. Findings suggest that excessive
engagement with mobile games is associated with shorter sleep duration and poorer sleep
quality (Alipio & Santos, 2020). The immersive nature of gaming content, coupled with
the use of bright screens and stimulating gameplay mechanics, can disrupt the circadian
rhythm and hinder adolescents' ability to attain restorative sleep (Gonzales & Mendoza,
2022). In the context of the Philippines, limited studies have focused specifically on the
relationship between time spent on mobile games and sleep duration students. However,
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emerging research by local scholars such as Reyes et al. (2023) has begun to explore this
topic within the Philippine context. Preliminary findings suggest a correlation between
prolonged engagement with mobile games and shorter sleep duration among Filipino
adolescents.
Several factors contribute to the mobile gaming behavior and sleep patterns of
Grade 12 ICT students. Psychosocial factors, such as gaming motivations, peer influence,
and stress levels, play a significant role in shaping adolescents' gaming habits and sleep
hygiene practices (Alipio & Santos, 2020). Moreover, contextual factors, including
parental monitoring, academic workload, and access to electronic devices, influence the
extent to which students engage with mobile games and prioritize sleep (Gonzales &
Mendoza, 2022).
Building upon these findings, Akçay and Akçay (2018) investigated the influence
of media, including mobile games, on the sleep quality of adolescents. The study found a
significant association between the prevalence of refractive errors, such as myopia, and
increased time spent watching TV, using the internet, and playing games on mobile
phones. This suggests that excessive engagement in these activities may have detrimental
effects on visual health, potentially impacting sleep quality. Similar to the previous study,
Akçay and Akçay (2018) also identified a negative correlation between playing mobile
games /console games, listening to music, and sleep duration in adolescents. These
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findings further support the notion that prolonged engagement in these activities may lead
revealed that higher mobile gaming intensity was related to shorter sleep duration and
increased sleep problems. These results suggest a potential negative impact of mobile
game usage on the sleep duration of grade 12 ICT students. Examining smartphone use,
stress, and sleep among university students, this study found that excessive smartphone
use was associated with poor sleep quality and shorter sleep duration. As grade 12 ICT
students often use mobile phones for gaming purposes as well, this study's findings can
be relevant to understanding the potential impact of mobile game usage on their sleeping
Despite the valuable insights provided by these studies, there are still knowledge
gaps that warrant further investigation. Firstly, both studies focused on the general
research could explore whether the relationship between time spent on mobile games and
sleeping duration differs among this specific group. Additionally, while the studies
identified correlations, they did not establish causality. Future research could employ
experimental designs to determine the causal relationship between mobile game usage
and sleeping duration. Furthermore, the studies did not consider other potential factors
that may influence sleeping duration, such as academic workload or stress levels. Future
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understanding of the factors affecting the sleep patterns of grade 12 ICT students.
The exiting research findings suggest that increased time spent on mobile games
and other media activities may be associated with delayed wake-up times and reduced
sleep duration among individuals. However, further research is needed to explore the
specific impact on this student population, establish causality, and consider additional
factors that may influence sleeping duration. Understanding the relationship between
time spent on mobile games and sleeping duration is crucial for developing interventions
CHAPTER 3
METHODS
conducting the study which includes the research design, participants of the study,
Research Design
Quantitative research approach was used for this study. Quantitative research is
the process of collecting and analyzing numerical data. It can be used to find patterns and
averages, make predictions, test causal relationships, and generalize results to wider
the relationship between two or more variables. According to a study conducted by Smith
and Jones (2018), correlational research design involves measuring the degree of
controlling the variables. This type of research allows researchers to assess the strength
and direction of relationships between variables, providing valuable insights into how
The participants of the study consist of Grade 12 ICT students enrolled at Doña
Hortencia Salas Benedicto National High School - Senior High School SY. 2023-2024.
Inclusion criteria include being enrolled as Grade 12 ICT students during the academic
Sampling Method
The study used purposive sampling for quantitative method and used complete
enumeration as the researcher got the total population of grade 12 ICT students.
Participants were purposely selected based on the following criteria: Grade 12 ICT
students at Doña Hortencia Salas Benedicto National High School and Regular mobile
game users.
To ensure a suitable sample size for the survey, the researchers utilized Solvin's
Formula to determine the required number of respondents for each section. Consequently,
the Chrome section aimed to survey 34 respondents, the Firefox section targeted 36
respondents, and the Torch section aimed for 36 respondents, resulting in a total of 106
Research Instrument
measure the time spent on mobile games and mobile device usage. The questionnaire was
comprised of the following questions: The average hour spent on mobile games and the
Reliability
among its items to overall variance. Their study focused on the questionnaire's internal
they assert the questionnaire's dependability in eliciting desired responses, enhancing the
study's credibility. Moreover, they affirm its reliability for participant responses, ensuring
Validity
Additionally, they sought input from three teachers, who provided scores of 3.4, 5.0, and
4.4, culminating in an average score of 4.2. This collective evaluation affirms the validity
of their research methods and findings, underscoring their suitability for participant
engagement.
Google Form. This questionnaire, designed based on established scales and guidelines,
included items to measure the frequency, duration, and purposes of mobile game
engagement, as well as the overall time spent on mobile devices. The survey utilized a 5-
point Likert scale, where participants were asked to rate their responses from Never (1) to
Always (5). The questionnaire also incorporated validated scales related to mobile game
usage patterns and mobile device habits. The questions were adapted from existing
literature on technology usage, ensuring the reliability and validity of the instrument.
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Data Analysis
To gauge the extent of mobile gaming habits and sleep duration among Grade 12
Likert Scale items. Descriptive statistics, such as frequency distribution and mean
To investigate the potential correlation between time spent on mobile games and
sleep duration among Grade 12 ICT students, the researchers opted to utilize Pearson's
correlation coefficient (r) as the statistical measure. This approach aims to quantify the
Ethical Consideration
information about the study's objectives and procedures. This transparency ensures that
participants can make informed decisions regarding their voluntary participation without
assured participants that any personal or sensitive information collected during the study
would remain confidential and be used solely for research purposes. Participants were
also informed of their right to withdraw from the study at any time without repercussions.
and dignity of participants throughout the research process. This included obtaining
informed consent, ensuring voluntary participation, and minimizing any potential risks or
conducting the study with integrity, respect for participants' rights, and a focus on their
well-being.
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Chapter 4
This chapter provides the presentation of statistical data relative to the problems
positioned. The corresponding analysis and interpretation of data are incorporated in this
categorized by sex. The data is collected to understand the distribution of male and
Male 67 63.2%
Female 39 36.8%
Table 1 shows the frequency distribution of students by sex. It indicates that 63.2% (67)
of those who participated in this study were male, and 36.9% (39) were female.
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39
Female
Male
67
0 10 20 30 40 50 60 70 80
Female-39 Male-67
The graph shows the number of individuals in the dataset who are classified as male (67)
Total hours spent on mobile games of Average hours spent on mobile games of
the respondents the respondents
The table above shows the average time spent on mobile games of the grade 12
ICT students.
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The table above shows the average sleep duration of the grade 12 ICT students.
the time spent on mobile games and sleep duration of the students. The result indicated
that there is a significant relationship between the time spent on mobile games and sleep
With a p-value of 0.13, falling below the conventional threshold of 0.05 for
statistical significance, the test indicates that this correlation is statistically significant.
This means that the likelihood of observing such a correlation purely by chance in less
the 5%.
Since r = 0.240 fell in the critical region beyond ± 0.13, we conclude that the test
is statistically significant. Therefore, we reject the null hypothesis and conclude that our
Chapter 5
Summary of Findings
The research investigated the relationship between time spent on mobile games
and the sleep duration of Grade 12 ICT students. The findings revealed a significant
correlation between excessive mobile gaming and increased sleep duration among the
participants. Students who reported spending more time on mobile games tended to have
longer sleep durations compared to those who spent less time gaming. Additionally, the
study identified a gender difference, with male students demonstrating a higher tendency
Furthermore, the research uncovered a trend indicating that the use of mobile
games before bedtime was associated with delayed sleep onset and poorer sleep quality.
This suggests that the engagement with mobile games during the evening hours may
disrupt the students' circadian rhythms, leading to sleep disturbances and subsequent
daytime fatigue.
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Conclusions
between the time spent on mobile games and the sleep duration of Grade 12 ICT students.
Excessive use of mobile games, particularly before bedtime, negatively impacts sleep
patterns and quality among adolescents. The prevalence of this behavior, especially
among male students, highlights the need for interventions aimed at promoting healthy
students, parents, and educators about the potential adverse effects of excessive mobile
gaming on sleep. By fostering a greater understanding of the link between screen time
and sleep, stakeholders can work together to develop strategies and guidelines to mitigate
Recommendations
Based on the conclusions drawn from the study, several recommendations are
proposed:
raising awareness about the impact of excessive screen time, specifically mobile gaming,
on sleep health. These programs should target both students and parents to promote
and establish reasonable limits on the use of mobile devices, especially before bedtime.
Parental involvement plays a crucial role in shaping adolescents' behaviors and habits
Sleep Hygiene Practices. Promote the adoption of good sleep hygiene practices
School Policies. Advocate for the development of school policies that support
healthy technology use habits and prioritize sleep health. Schools can implement
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guidelines on mobile device usage during school hours and discourage the use of mobile
influencing the relationship between mobile gaming and sleep duration among
adolescents. Longitudinal studies could provide valuable insights into the long-term
effects of excessive screen time on sleep patterns and overall health outcomes.
addressing the issue of excessive mobile gaming and its impact on the sleep duration of
Grade 12 ICT students, ultimately promoting better sleep health and overall well-being.