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EFFECTS OF MOBILE

LEGENDS TOWARDS
THE GAMERS IN
KAUSWAGAN,
LANAO DEL NORTE
RESEARCHERS,
MATANOG, ISMAEL A.
RILLERA, JAMES BRYN
MUNDO, JOHANIE MISSY B.
GUTIB, YMCEY PATRIZE C.
SALADO, JHAYRA PRINCESS
MILLAN, JAMES VINCENT G.
CHAPTER 1

THE PROBLEM AND ITS


SETTING
INTRODUCTION
In today’s generation, the developing
of modern technology is growing too
fast. Technology made our life easier,
comfortable and handy at most of the
time and new things were created. Due
to the fast development of technology
nowadays, students were getting
involved with too much playing of
online games such as Mobile Legends.
THEORETICAL FRAMEWORK
• According to Edward L.Deci and Ricard Ryan,
this Self-determination theory proposes that
an individual’s well-being and their abilities
to self-regulate are based on the fulfilment
of certain basic psychological needs.
• According to Abraham Harold Maslow, this
Humanistic needs theory is concerned with
the fulfilment of psychological needs. The
theory is perhaps best outlined in Maslow’s
(1943) hierarchy of needs.
CONCEPTUAL FRAMEWORK
• This research is design to give more
definite information about the effects
of Mobile Legends towards the
gamers of Kauswagan, Lanao del
Norte. The Independent Variables
include the Mobile Legends Usage
and The Democratic Profile of the
respondents: Age, Gender, Monthly
Family Income and Address. On the
other hand the Dependent Variables
RESEARCH PARADIGM
INDEPENDENT VARIABLE Effects of
DEPENDENT
VARIABLE Mobile
A. Legends the
Democratic Gamers
Profile Age • Fulfilment
•  Gender •  Lifestyle
• Grade Level •  Relationship
• Monthly •  Money
Family Managemen
income  t
• Address •  Time
Managemen
t
STATEMENT OF THE PROBLEM
• This study seeks answers the following problems.
• 1. What is the Profile of the respondents in terms of:
• 1.1 Age;
• 1.2 Gender
• 1.3 Monthly Family Income
• 2. How they often play Mobile Legends?
• 3. What are the effects of playing of Mobile Legends
in terms of:
• 2.1 fulfilments;
• 2.2 Lifestyle;
• 2.3 Relationship; and
• 2.4 Time management;
• 2.5 Money Management?
NULL HYPOTHESES
• HO1: Mobile Legends doesn’t influence
gamer’s lifestyle, relationship to others,
money management, and time
management.
• HO2: There is no significant relationship in
terms of age, gender, and address with
regards to the effects of Mobile Legends
towards the gamers of Kauswagan, Lanao
del Norte
SIGNIFICANCE OF THE STUDY
The following were identified to benefit from this

study.

• Parents

• Gamers

• Future Researchers

• Readers
SCOPE AND LIMITATION OF THE
STUDY
The research will be conducted within
the vicinity of Kauswagan Lanao del
Norte. The researcher purpose chose
50 respondents from different
Barangays in Kauswagan.
Definition of Terms
• Gamers
• Online Game
• Respondents
• Sampling
• Technology
• Theory
CHAPTER 2
REVIEW RELATED LITERATURE
AND STUDIES
RELATED LITERATURE
• Mobile Legends Game is made by China Bamboo Curtain
aka China or China. Mobile Legends game created by
Chinese developer Moonton or Shanghai Moonton
Technology Co.,Ltd. Moonton is headquartered in
Shanghai, China.(Moonton, Mobile Legend, 2016). Mobile
Legend one type of MOBA (Massive Online Battle Arena)
is a type of online game that combines two types of
games namely RTS (Real Time Strategy) and RPG (Role
Playing Game) where players run one character from two
teams opposite to the goal to destroy the opponent's
headquarters. Each character which is played has a role
with strength and weakness each other so prosecuted for
cooperate with team to win the game (Funk, 2013).
Related Studies
• FOREIGN STUDIES
Related Studies
• LOCAL STUDIES
• Vinluan (2016) stated that computer gaming is
one of the fast-developing sectors of this
generation of computer technology.
• According to NIKO Media Research (2017), the
projected number of online gamers in the
Philippines rose from 21 million in 2012 to 28.72
million in 2014. Meanwhile, statistics from Juha
Sompinmaki of Tech in Asia show that about
409, of the gaming population of the Philippines
is aged 18-24 years old.
CHAPTER 3
RESEARCH
METHODOLOGY
Research Design
The study used the descriptive
research design because the study
involves the factors that may affect
the health of respondents.
Research Locale
The researchers will conduct the
study in Kauswagan, Lanao del Norte.
Respondents of the study
In this study, the respondents are 50
randomly selected in Kauswagan,
Lanao del Norte.
Sampling Procedure
The sampling design used in this
research is simple random sampling.
Data Gathering Procedure
The researchers will secure a letter
from the Barangay Captain before
administering the questionnaire to
the respondents of the study
Research Instrument Used
The data are gathered with the use of a
modified questionnaire using them as a main
tool for obtaining facts from the
respondents.
Statistical Treatment of Data
In analyzing the data in this study, a simple
percentage and frequency method will use
the following formula:
P=F x 100
n
THANK YOU!

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