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The document discusses the background and introduction to a study on the effects of playing online games. It covers how online games have become popular among students for entertainment. While brief positives are mentioned, the focus is on the potential negatives of excessive online gaming like negative health impacts, poor academic performance, and neglecting responsibilities. The objectives of the study are also provided.
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0% found this document useful (0 votes)
64 views52 pages

All Chapters

The document discusses the background and introduction to a study on the effects of playing online games. It covers how online games have become popular among students for entertainment. While brief positives are mentioned, the focus is on the potential negatives of excessive online gaming like negative health impacts, poor academic performance, and neglecting responsibilities. The objectives of the study are also provided.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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CHAPTER I

INTRODUCTION

Background of the Study

As the generation continuously changing, in this modern era, the internet has

become prominent, the technology is continuously evolving and online games, as a

part of developed technology, are introduced and became more and more popular

especially these days because many students are staying in their homes, they had a

lot of time doing something entertain their selves like playing mobile legends and

other online games, which became one of the habits of the students on their daily

living. Online games are technically video games that can be played on laptops,

smartphones, computer, or any advanced technology with a connection through the

internet or any other computer network available.

However, studies show that there are negatives effect of playing online games on

the health of students who are addicted to this internet gaming addiction, studies

show that people with internet gaming addiction are more likely to be aggressive,

depressed, and anxious. The main mechanism that leads to those comorbidities is

their inability to regulate and control their emotions, such as anger, sadness, fear, or

other emotions.

There is a strong link between mood disorders and internet addiction. Internet

addiction is a range of behaviors that refers to the excessive use of internet which

ends up affecting many aspects of a person’s life. Excessive computer use becomes

problematic when it interferes with one’s relationship, work, or school. Signs that are

indicative of internet addiction can be physical or emotional. The most common

symptoms of internet addiction include unintended weight gain or loss, poor personal

1 1
hygiene, backache, headaches, increased, irritability, anxiety, and depression. Both

physical and emotional symptoms of internet addiction are a result of remaining

inactive for long periods and becoming dependent on the use of the internet. The

causes of internet addiction are genetics, structural brain changes, environmental

factors, and underlying mental health conditions which all play a role in the

developing of the conditions. There is increasing evidence of biological and genetic

predisposition to addictive behaviors around computer. The effect of internet

addiction can manifest in both physical and emotional ways including bad posture,

carpal tunnel syndrome, vision problems, damaged personal relationships, and

mental health concerns such as anxiety and depression. The lack of interpersonal

interactions can take a huge toll on an internet addict’s offline personal relationships.

Spending a significant amount of time online may lead to reduced time spent

available for others alternatives leisure activities and social interactions resulting in

increased loneliness and sadness.

Online gaming has become one of the most addictive internet activities to date.

Based on established researchers, the thesis is interested in discovering the reasons

behind why young people start to play online games as well as how playing such

games affect the study habit and daily live to them.

They may also neglect their other responsibilities as they are crouched over their

phones trying to get ahead in the game. This is when it becomes excessive gaming,

or even problematic gaming. There are those who also get treated for a behavioral

addiction called gaming addiction.

2 1
Often the decline in academic performance is the most easily observed, but the

relationship between playing video games and soft aspects such as feelings of

loneliness, loss of self-esteem, social anxiety and social skills is often overlooked.

Online addiction involves playing games uncontrollably for many hours. Students use

online games to relieve them of their stresses but the excessive use of online games

may lead to worsened learning ability, concentration problems, poor academic

performance and decreased interactions with other people.

The higher the intensity of playing the mobile legend game, the higher the level of

student academic procrastination, and vice versa if the student has a low intensity of

playing the mobile legends game, the lower the student’s academic procrastinations.

However, it is worth nothing that the majority of studies focuses on the negative

effects of online games, while positive effects are neglected. In fact, playing online

games at a moderate level could be beneficial to player’s personal psychological

growth and interpersonal relationships. In terms of emotional experience, existing

research on the emotional impact of online games suggest that they have the

potential to reduce stress, depression, and obtain happiness. In the process of

psychological development, senior high school students cognitive, memory, and

other mental skills are proved to be enhanced by online games. There is evidence

that games have the potential to provoke thought about the player’s personal

development and ideals and increase the sense of self-realization if the players have

strong ability. In social life, online games also established the value of social

connectedness and enhances the sense of interaction. (Sublette and Mullan,2010)

argue that through online games “socialization may just shift in focus: while real-

world relationship eroded for some players.” It is further proposed that intimacy in

3 1
games will also extend to offline real life, and shared game experienced will reinforce

offline communication.

MOBA games focus on personality development and teamwork in battle. In other

words, electronic space expands social communication to the virtual field and

increases the team cooperation and consciousness, leading to diverse

communication ways. Besides, in terms of learning, online games are proven to help

students engage in learning activities.

Existing research confirms that the academic performance and satisfaction of

Chinese students positively impact on the continued use if the “glory of kings” and

promote reconstruction of the player’s social image (Chen and Chang,2020). As

mentioned above, previous studies have examined various positive aspects of online

games, but the studies are based on foreign cultural context. Research subjects from

different perceptions and influences on online games, so it is cultural significant to

study the positive influence of online games on the Chinese students.

8 Examples of Positive Effects of Online Games:

1. Strategic Thinking and Problem Solving

2. Computer and Simulation Fluency

3. Online Gaming Plays a Pivotal Role in Enhancing Memory

4. Releases Stress

5. Helps Improve Hand-Eye Coordination

6. Educational Games

7. Online Gaming Boost Social Interaction

Objectives of the Study

The study objectives are:

4 1
1. To determine the symptoms of the student addicted to mobile legends.

2. To know the factors that influences students to play mobile legends.

3. To know the negative and positive effect of mobile legends.

4. To know what are the possible effects of mobile legends addiction to our health.

5 1
Conceptual Framework

Demographic Profile of the Respondents:


Name
1.1 Age
1.2 Grade and Section
1.3 Sex
1.4 Address

Number of Hours Spent in Online Gaming:

Positive Effects of Online Negative Effects of Online


Gaming Gaming

6
THEORETICAL FRAMEWORK

Computer game addiction generally refers to an excessive, unhealthy amount of

playing computer games. Rather than engaging in the real world, an addicted user

devotes the majority of his or her time to gaming ( Conrad, 2011). The issue of game

addiction is getting spread widely and uncontrollable. Gaming addiction became a

mysterious problem which is still difficult to treated, more terrifying than alcohol or

drugs addiction. Whereas, in fact, Dr Shumaila Yousafzai (2009) from Cardiff

Business School said popular online video games warned players not to overuse

their products.

These warning messages also suggest that the online video game industry might

know how high the percentage of over-users is, how much time gamers spend

playing and what specific features make a particular game more engrossing and

addictive than others (Yousafzai, 2009). In other hand, Cyber psychologist Dr Zaheer

Hussain, from the University of Derby, said warning messages were not enough. As

a first step online game developers and publishers need to look into the structural

features of the game design, for example the character development, rapid

absorption rate, and multi-player features which could make them addictive and or

problematic for some gamers (Hussain,2008).

Parents across the globe are increasingly concerned about their sons online gaming

habits. They are sure that there is a problem but counselors unfamiliar with online

gaming addiction don’t understand how seductive they can be (Young, 2009,p.4).

Fraser (2012) mentions that kids are among the most vulnerable to video game

addiction, experts said, and may become violent when their "drug" is taken away.

7
Video games and online addiction usually point to other mental health problems

including anxiety, depression, and trouble forming healthy relationship.

Kimberli Young (2009, p.12) says, not only are children, teenagers, and college

students effected by online gaming addiction, but a growing number of adults are

becoming hooked to online gaming. While such cases are rare, mental-health

professionals say the fantasy worlds offered by computer and video games can

becomethe stuff of very real addictions that destroy marriages and careers. People

of all ages are quickly becoming immersed in this virtual fantasy world whereby they

can easily escape problems in their lives.As in any treatment program, the primary

step to take in the path, according to

Kimberly (2009, p.18), to recovery is to accept and not refute “denial,” a defense

mechanism that addicts frequently employ and that effectively stops them from

accepting treatment. Once this obstacle is conquered, treatment can be performed

more effectively than it would otherwise. Tracy Miller (2013) add because computer

game addiction is a new development in the world of mental health, treatments are

not as well established as those for depression, anxiety, anger, etc. Most

interventions take a cognitive-behavioral approach which involve changing how the

addict thinks about the addiction.

8
Research Hypothesis

The adolescent who engage in online gaming with escape motives and increased

online gaming time have higher probability for depressive, musculoskeletal, and

psychosomatic symptoms compared to adolescents with other online gaming

motives and/or less online gaming time.

Research suggest that excessive online gaming may lead to symptoms commonly

experienced by substance addict. Since gaming are particularly appealing to children

and adolescent, these individuals may be more at risk than other groups of

developing gaming addiction.

STATEMENT OF THE PROBLEM

This study aimed to determine The Effect of ML addiction to the Health of Senior

High School GAS students in Naval National High School.

This study seeks to answer to these following questions:

1. What are the effects of Mobile Legends addiction to every Grade 12 GAS

Students in Naval National High School?

2. What are the advantages of ML addiction to the Health of every grade 12

GAS student in Naval National High School?

3. What are the disadvantages of ML addiction to the Health of every grade 12

GAS student in Naval National High School?

4. How to respondents perceive on the effects of ML addiction to their Health of

every grade 12 GAS student in Naval National High School?

9
Definition of Terms

Mobile Legends: a multiplayer online battle arena (MOBA) gamed designed for

mobile phones.

Addiction: the fact or condition of being addicted to a particular substance, thing, or

activity.

Player: a person who is engage in playing mobile games.

Musculoskeletal: is a system includes your bones, cartilage, ligaments, tendons,

and connective tissues.

Psychosomatic: is a psychological condition involving the occurrence of physical

symptoms, usually lacking a medical explanation.

Importance of the Study

This study benefits the following:

Students. As a student, online gaming can be determined to one’s health and social

life. I identify the effect on how many hours a day we spend and stay positive in the

whole time and it is important to us to identify the negative aspects of the problem

and it is also important to focus on the goal and process that we have made. If we

choose to stop online game we can achieve our dreams.

Teacher. This study is important because it can help teachers to teach their students

about the positive and negative effects of online games in their study habit. And it is

also helpful to prevent the increasing addictive people playing games. The study will

sure that playing online games have a good and bad effect in students, teachers,

and their child and also to their relatives.

10
Parents. This study is important because as parents they need to know what are the

commonly issues about teenager and to know if their child is addicted or have states

about playing online games and also a parents they teach them child how to prevent

playing online games and to prevent from being addicted to playing online games

and to teach how may online games can harm or help them they will be benefited by

their children. They surely know how to limit their child from playing online games

like mobile legends, by guiding them wisely.

Community. Most online gamers gain friends within the games they play, even

though they haven’t seen those friends in person. There is a strong bonding

happening and it can build a strong relationship.

School. Of course when this study published or be success the school can fixed or

help many students on how may them get over on playing online games not only

how but also on why, why they really need to stop or stay on playing online games

because of some effect on them study habits, if we say some of the students are

playing online games and let’s say they are addicted to, school can help them to

prevent playing online games.

Future Researcher. This study is a big help to those aspiring researcher, they can

easily provide a helpful information on how to prevent online games and what is the

negative and positive effects to the academic performance of the students.

11
Scope and Limitation

This study focuses on The Effects of Mobile Legends Addiction to the Health of

Grade 12 Senior High Students in Naval National High School S.Y 2022-2023. The

said respondents were composed of all students of grade 12 from different strand.

This study will use survey questionnaire to gather all the data need to determine

what are the effects of mobile legends addiction to the grade 12 students in naval

national high school. The research started to collect the data on February 2023 and

estimated to end in June 2023.

12
Review of Related Literature

These researchers we study about the psychological factor, whether that is factor to

the online game addiction among students. Unlike with the substance abuse, the

biological aspect of videogame addiction in uncertain. Research suggests gambling

elevates dopamine, but there’s more to addiction, 2010). The addict suffers from to

escape the real world and change the perception of self-worth (Rooji Online video

game addictio. Both are searching for a way to make they feel better. The lure of a

fantasy world is especially pertinent to online role-playing games. These are games

in which a player assumes the role of a fictional character and interacts with other

players in virtual world. An intelligent child who is unpopular at school can feel

dominant in the game. The virtual life becomes more appealing than real life. Too

much gaming may seem relatively harmless compared with the dangers of a drug

overdose, but experts say video game addiction can ruin lives. Children who play

four to five hours per day have no time for socializing, doing homework, or playing

sports leaving little for normal social development. According to Lan Ting Huang

(2003), by playing the online game features online gamer participants may view the

games as a source of providing diversion and filling time. “The biggest risk factor for

pathological video game use seems to be playing games to escape from daily life, “

said Joe Hilgard, lead author of the study and a doctoral candidate in the

Department of Psychological Sciences a Missouri.“ Individuals who play games to

get away from their lives or pretend to be other people seem to be those most at risk

for becoming part of a vicious cycle. These gamers avoid their problems by playing

games, which in turn interferes with their lives because they’re so busy playing

games( Peters 7 et al, 2007). Internet addiction gives the gamer to the unique

13
psychological properties which is the user increase their use of these internet

services the utility they gain from each usage does not diminish, leading not only to

self-destructive addiction but also to social ills. When a problem, playing video

games can interfere with real-life obligations such as work, and players can end up

lying about playing video games. The study found that “problematic” video game use

can have similar effects as other addictive activities, such as abusing alcohol (Ingon

Kang, 2011).

Internet addiction is a relatively new phenomenon in which social workers and

psychologists are unaware of and are thus unprepared to treat at present. Mu (2006)

points out the some of the main symptoms of Internet and online game addictions,

including the decrease in friend and face to face interactions with others, become

infrequent while the member of friends in the virtual world exponentially increases.

Ultimately, the psychokinesis becomes weaker and weaker over time. This means

that after a long time of playing online games, the players begin to realize the

dangers of online gaming. At this point players generally try to play less at they try to

orient themselves back to the demands of society. However this is mostly

unsuccessful as it most always ends up failing. Zhang (2007) and Zhou (2007), who

also researched on the same topic, reported different results on the online game

addiction and the finding supported at the symptoms. With regards to undergraduate

students who where addicted to the Internet or online games, Zhang (2007)

indicated that most of these students had bad grades in their universities. Moreover,

Zhou (2007) stated that the physical symptoms of Internet and insomnia, Cervical

spondylitis, a fairly common symptom of many MMOG players is essentially a spinal

injury results from keeping the same sitting position for hours while playing games.

14
Prof. Pranita Vishal Yerankar, Dr. Abhijeet Kaiwaden (2020). With the speedy

development of mobile games and also roaring growth of market size, mobile

gaming addiction is changing into a public concern. Hence, supported analysis done

up to now alongside 2 salient options of mobile games (e.g..hedonistic and

sociality) , a look model is developed to look at the antecedents of mobile game

addiction. Therefore,the aim of this text is to explore the antecedents of mobile game

addiction by considering the hedonistic and social nature of mobile games.On the

opposite hand,some players won’t relish mobile games however still keep taking part

in to sustain social relationship or gaining social presence.

Pajarillo-Aquino (2019). The advent and development of technology brings several

things which can either case or create lifetime of folks harder and complex.Online

gambling may be a technology it’s is place of a genre: a mechanism for connecting

players laterally instead of a selected pattern of fame play.Online game square

measure finished some style of network, currently generally on the web. On the

premise outcomes of this study it is terminated that still excelled in their category as

disclosed by their academic grades.

Aswathy.V&Devika.E, Giel.S (2019). People area unit exploitation the most recent

technologies for data and recreation that area unit providing wide rages of

advantages to human community. Some individuals take into account on-line

diversion as a mode of recreation. During this generation with the event of mobile

trade and network trade had helped within the growth of online diversion trade.

Online diversion is additionally used as a tool to flee from stress in life. Therefore,

15
our study is finished to see whether or not there’s any impact of online diversion and

it’s addiction among youth in Kerala.

Garcial, Nelson Jerabel, Jessie Pagaras (2018). This paper to review negative

effects of online game addiction on students performance. The preponderantly male

players most popular multi-player online games and that they spent a mean two. 14

hours everyday and four, 45 days per week in enjoying, supported the findings of the

study, the researcher counselled that oldster ought to do one thing in limiting their

children’s fondness in online games which pc search homeowners ought to prescribe

students from enjoying online games throughout category hours.

Patrick E. Turner, Elizabeth Johnson, Mensureh Kebritical, Sally Evans and

David A. Helfich (2018). Little analysis literature exists that explores the influence of

digital game based mostly Learning on the educational accomplishments of non-

traditional collegians students. An in-depth literature review of seventy-seven articles

was conducted mistreatment to procedure developed. In Cooper’s Taxonomy (1998)

for analyzing and synthesizing literature. Cooper’s System concerned (a)

formulating the matter, (b) grouping information, (c) evaluating information

appropriateness, (d) analyzing and decoding relevant information, and (e) organizing

and presenting the results.

Dimitrios Vlachopoulos and Agoritsa Makri (2017). The focus of upper education

establishments is that the preparation of future professionals. To attain this aim

innovative teaching ways square measure usually deployed, as well as games and

simulations, that kind the topic of this paper 2 research’s collaborate to use a

16
qualitative methodology, secret writing and synthesizing the results victimization

multiple criteria. The potential choices and pathways for future analysis.

Dewa Putu Eskasasnanda (2017). Science and technology development causes

kinds of changes in any fields as well as the shape of widespread games among the

Junior and secondary school college students in land. This study reveals that

students play video game online because of peer’s pressure; and online video

games area unit liked as a result of they are thought of a lot of trendies, practical,

realistic, and varied. Initially, students play online video games to alleviate the fatigue

become of finding out in class, however later, they’re turning into confirmed and

reach a condition that they realize it tough to prevent enjoying games. This condition

can directly have an effect on their action in class.

Victor Samuel Zirawaga, Adeleye Iduwa Olusanya, Tinovimbanashe Meduka

(2017).

Gaming is education is also viewed as associate in nursing interface to show

however it’s role I education is to extend students, motivation and engagement,to

boost visual skill, to embrace students interaction and collaboration talents with their

peers and to change them to use gambling values during a real-world scenario. The

look of game’s like word search, crossword puzzles, and brain teasers associates in

nursing sloppy puzzle victimization an open supply tool known as proposed is

additionally mentioned during this paper.

Zaki Al Fuad, Helminsyah (2017). Online games may be a fond reasonably game

that has becomes the foremost favourite of adults, teenager, and even kids gamers

United Nations agency area unit still underneath mental the event. Associated with

this issue online games have a great deal of either positive and negative impacts

17
towards kids. In line with social development online game’s conjointly offer result to

kids psychological features development as an example, kids. In line with social

development, online game conjointly offer result to kids psychological feature

development, as an example, kids United Nations agency play a game a online have

a powerful memory, higher problem solving skill, capability to synchronise their

brains, hand and their eyes , and they have a high comprehension talent.

Fang- Long Lin, Tai yen Hsu, , Tung shen Wu & Chin- Lin Chang (2013).

College students payment an execisive amount of time on online game each week

tend to suffer from worsened mental capacity, concentration issue, poor educational

performance, and attenuate interaction with people. Entirely thirty-six faculty

students, or twelve students from every low , medium and high involvement teams,

were very which way designated from the population to check however involvement

in online games , paying games time and show length affected their memory. 30.9%

of survey respondent’s aforementioned they spent over four hours on online games,

that suggest that on- online games could also be the rationale why faculty students

stay awake all night this typically.II . This testing discover that the degree of

involvement in video play (p0.05)

Zhangchuan Xu, Ofir Turel, Yufei Yuan (2012). Online game addiction has

become a standard development that affects several people and societies. During

this study we tend to have confident the booster perspective of human behaviour

and proposed and take a look at a balanced model of the antecedence of online

games addiction among adolescents that at the same time focuses on motivating ,

18
and bar and heart reduction forces, First, a sample of 163 adolescents was use for

verifying and purification a survey instrument. Second, survey information collected

from 623 adolescents were analyzed with partial statistical procedure techniques.

The consequence ls of motivation and bar factors on online games addiction are

typically part mediate by online game taking part in.Implications for analysis and

apply are mentioned.

Jancee Wright (2011). The purpose of this analysis is to see whether or not

enjoying video games affect the academic performance of the students. To

accomplish this, in 198 participant stuffed out a vice habits survey that was analysed

employing a series of undirectional ANOVAs. The study found that there was a major

impact of player standing on standard at the pp. 0.1 level for the 2 condition of player

versus non- player (F(1, 169)=7.08,p=.009). Comparisons mistreatment descriptive

statistics indicated that the mean standard score for the player condition

(M=three ,SD=.47).Three 2, Organizations indicated that they did play video games

had considerable lower GPAs than participans World Health Organizations indicate

that they didn’t play video games.

19
Chapter II

Methodology

This study aims to know the effect of gaming addiction; hence this chapter will

elaborate the methods and techniques that are used in this study. This study focuses

primarily on the Senior High School Students of Naval National High School.

Research Design:

This study aims to gather data and information to know the effective outcome of this

study. Using the survey questionnaire answer by the Grade 12 Students in Naval

National High School.

Research Locale:

Grade 12 Senior High School Students in Naval National High School are the

primary target of this study conducted specifically in the selected students. Which is

the main basis for gathering some information.

Research Respondents:

This study uses seventy (70) students of Naval National High School. There are sixty

(60) survey questionnaire to be distributed to the seventy (70) chosen respondents.

20
Research Instrument:

The researcher will use a researcher made questionnaire in which the primary

source of information.

Data Gathering Procedures:

The researcher will personally distribute the survey questionnaire to the

respondents. Data gathered will be analyzed appropriate statistics.

Statistical Treatment of Data:

The researcher randomly selected a Grade 12 Students in Naval National High

School.

Percentage in determining the profile, and The Effect of Mobile Legends Addiction to

the Health of the Senior High School GAS Students in Naval National High School.

P= (1/n) 100

Wherein; f- number of answer

n- number of respondents

P- total percentage

21
Chapter III

Result and Discussion

This chapter presents and interpret the data gathered from the response of the

students based on the objective of the study. The first part is cover the profile of the

respondents. The second part is The Effect of Mobile Legends Addiction to the

Health of the Grade 12 GAS Senior High School Students at Naval National High

School. The third part is Identify the Effect of Mobile Legends Addiction to the Health

of the Grade 12 GAS Senior High School Students at Naval National High School

S.Y. 2022-2023.

Part I. Profile of the Grade 12 Students in Naval National High School

The profile of the students include gender, age, grade & section, and address. This

is presented in Table 1.

Table 1. Profile of the Grade 12 Students in Naval National High School

1.1 Gender Frequency (f) Percentage (%)

Male 35 50

Female 35 50

Total 70 100

1.2 Age

16 10 14

17 25 36

18 35 50

22
Total 70 100

1.3 Grade & Section

Emerald 35 50

Sapphire 35 50

Total 70 100

1.4 Address

Naval 25 36

Larrazabal 35 50

Agpangi 10 14

Total 70 100

Gender. As the data presented in Table 1, shows the frequency and percentage

distribution of the gender respondents involve. Both male and female got 50% and

professional players of Mobile Legends.

Age. Also shown in Table 1, data revealed that the most respondents age is 18

years old with the percentage of 50%. Meanwhile, the least of it is 16-17 years old

with the percentage of 14-36%.

Grade & Section. There are two (2) sections namely Emerald, Sapphire

Address. Table 1 presented that most of the respondents came from Larrazabal and

Naval with the percentage of 36-50%.

23
Table 2. The Effect of Mobile Legends Addiction to the Health of the Grade 12 GAS

Senior High School Students at Naval National High School.

The Effect of Mobile Legends Addiction to the Health of the Grade 12 GAS Senior

High School Students at Naval National High School measured and presented in

Table 2. The list of these statements below are measured through 2- scales.

10- Agree/Yes 5- Disagree/No

Statement Frequency (f) Percentage (%)

10 5 Total Total

1. Does ml affect your 50 20 70 71 29 100


health?
2. Is ml beneficial to 10 60 70 14 86 100
you?
3. Do you agree that ml 65 5 70 93 7 100
is preventable?
4. Do you agree that by 25 45 70 36 64 100
banning ml in the
Philippines, students
would avoid health
problems?
5. Can ml be played by 18 52 70 26 74 100
selected level?
6. Do you agree that 70 0 70 100 0 100
playing ml can learn
many things?
7. Do you that parents 66 4 70 94 6 100
should monitor their
child by spending

24
time, as to prevent
them from playing ml?
8. Do you often think of 47 23 70 67 33 100
online games even
when you are far
away from game
console/mobile
phone?
9. Do you find that you 69 1 70 99 1 100
have to increase your
playing time to get the
desired enjoyment?
10. Have you attempted 56 14 70 80 20 100
to cut down your
playing time or even
stopping because you
feel it is getting out of
hand?

Table 2. Show The Effect of Mobile Legends Addiction to the Health of the Grade 12

GAS Senior High School Students at Naval National High School.

This is then measured using 2- scale measurement and is then interpreted to

percentage.

Table 2. Revealed that almost all of the respondents rated these statements with the

scale of 10 (agree/yes) with the percentage of 14-100%.

25
The respondents rated statement number 7 which is, ”Do you agree that playing ml

can learn many things” that gets the highest percentage of 100%.

Table 3. Identify The Effect of Mobile Legends Addiction to the Health of the Grade

12 GAS Senior High School Students at Naval National High School S.Y. 2022-

2023.

Each statements are identified one by one, by the 70 respondents of Naval National

High School. They selected at least three (3) effects of mobile legends to their

academic performance.

The Effects of Mobile Frequency (f) Percentage (%)

Legends

1. Affect your mental 56 80

health.

2. Encounter health 43 61

problems (headaches,

back pain, etc.)

3. Affect your attitude 25 35

4. Often get withdrawal 19 27

symptoms (irritability,

cravings, etc.)

5. Neglected other 70 100

activities (work, social,

study)

6. Lack of sleep 33 47

7. Loosing body weight 14 20

8. Avoid socialization 20 29

26
with your friends,

family, relationship

9. Often conceal or lie 60 86

about the extent of

playing mobile legends

10. Continue playing even 10 14

though it causing harm

to you (failing in

studies, insomnia,

being late at school,

etc.)

Table 3. show three (3) most identified effect of mobile legends to the students.

Statement no. 5 which is “Neglected other activities (work, social, activities) got the

highest percentage of 100% of the respondents.

Statement no. 9 which is “Often conceal or lie about the extent playing of mobile

legends” got the second highest percentage of 86% of the respondents.

Statement no. 1 which is “Affect your mental health” got the third highest percentage

of 80% 0f the respondents.

27
Chapter IV

Summary of Findings, Conclusion, and Recommendation

Summary of Findings

This study was conceptualized with the main objective of determining The Effect of Mobile

Legends Addiction to the Health of the Grade 12 GAS Senior High School Students

at Naval National High School.

Gender. As the data presented in Table 1, shows the frequency and percentage

distribution of the gender respondents involve. Both male and female got 50% and

professional players of Mobile Legends.

Age. Also shown in Table 1, data revealed that the most respondents age is 18

years old with the percentage of 50%. Meanwhile, the least of it is 16-17 years old

with the percentage of 14-36%.

Grade & Section. There are two (2) sections namely Emerald, Sapphire

Address. Table 1 presented that most of the respondents came from Larrazabal and

Naval with the percentage of 36-50%.

28
Conclusion

In conclusion, the result of this study are in agreement with the findings of other

studies around the world. As the result show, addiction to mobile legends affects

various dimensions of health and increases physical problems, anxiety, and

depression, while decreases social functioning disorder.

The researcher was able to conclude, these statements based on the findings of the

study.

1. Both male and female are players of mobile legends at the age of 18.

2. Most of the mobile legends players, played for fun and avoid stress, family

problem, anxiety, and depression.

3. Most of the mobile legends players don’t want to suffer their grade because of

mobile legends and still want to increase more their academic standing than

their rank in mobile legends.

4. There is still a connection between the performance of the students in school

and their performance in class but most of the students still choose studies

between temporary happiness.

29
Recommendations

Based on the foregoing findings of the study, here are some recommendations to

lessen the sever interaction of the students of Naval National High School on online

gaming specifically Mobile Legends: Bang Bang.

After some interviews, we could say that the students of the Naval National High

School know what are the importance of academics than mobile legends, it is

impressive but yet there still some students who do not know what will be the results

of addiction to online gaming (Mobile Legends: Bang Bang). We may recommend

that the student should try to engage theirselves to some recreational activities

during their leisure time. Recreational activities like basketball, badminton, volleyball,

for them to experience real action and to achieve a healthy body for more active

students of Naval National High School.

Aside from that, we have recommendations for the whole community.

1. For the school administration. May we suggest that they host some

recreational activity for the students to be closer to it than online gaming.

2. For the teachers. May we recommend that the teachers push and motivate

their students to engage theirselves in recreational activity.

3. As for parents. Support and encourage their children in playing outdoor

games than online gaming.

4. For the community. Let us do our part, encourage the students, plan

programs that will help the students to be more active on outdoor activities.

30
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38
The Effect of Mobile Legends Addiction to the Health of the Grade 12
Gas Senior High School Students at Naval National High School S.Y.
2022-2023.
Part I. Profile (optional)
1.1 Name: _______________________________________________
1.2 Age: ________
1.3 Grade and Section: _____________________________________
1.4 Sex: _________
1.5 Address: _____________________________________________

Part II. Directions: Kindly put a check (/) mark on your respected answer.
Avoid copying your answer from your seatmate, be honest in answering
this research questions.

1. Does ml affect your health?


 Yes, because too much expose on gadget caused by playing
can affect brain and body conditions
 No, because it is also a way of having fun and might avoid
problems
2. Is ml beneficial to you?
 Yes, because it helps me to avoid from stress and gives fun
to me
 No, it might result to an addiction
3. Do you agree that ml is preventable?
 Yes, because being responsible to use the platform can be
managed and through that it will refrain users from addiction

39
 No, as long as everyone has easy access to this game it will
not be easily prevented
4. Do you agree that by banning ml in the Philippines, students would
avoid health problems?
 Yes, because that won’t be able to access such games
 No, because there are a lot of mobile gaming found in
applications
5. Can ml be played by selected level?
 Yes, because mobile legends prefer to be played by highest
level
 No, even first-timer can play mobile legends
6. Do you agree that playing ml can learn many things?
 Yes, because it will teach a technique just to win the game
 No, because this game has no lesson to learn

7. Do you agree that parents should monitor their children by


spending time, as to prevent them from playing ml?
 Yes, because once the mother monitor their children it has
a great role that forbid them to play too much with the
game.
 No, because every children has the right to play such
game.
8. Do you often think of online games even when you are away from
your game console/mobile phone?
 Yes, because I am already addicted to those kind of game.
 No, I am free and not addicted to online games.

40
9. Do you find that you have to increase your playing time to get the
desired enjoyment?
 Yes, because playing mobile legend on a short period of time
don’t give fun and satisfaction to me.
 No, playing about minutes and long hour will give fun to me.
10. Have you attempted to cut down your playing time or even
stopping because you feel it is getting out of hand?
 Yes, the moment I’m tired I tried to get rid from playing
mobile legend.
 No, because it will low the rank level of the game or result to
lose the game.

Part III. Identify The Effect of Mobile Legends Addiction to the Health of
the Grade 12 GAS Senior High School Gas Students at Naval National
High School S.Y 2022-2023.

Directions: Please check the following effect of mobile legend to the


health of the grade 12 learners. At least 3 effects.

______1. Affect your mental health

______2. Encounter health problems (headache, back pain, etc.)

______3. Affect your attitude

______4. Often get withdrawal symptoms (irritability, cravings, etc.)

______5. Neglected other activities (work, social, study)

______6. Lack of sleep

______7. Losing body weight

______8. Avoid socialization with your friends, family, or relationship

______9. Often conceal or lie about the extent of playing mobile legends

41
______10. Continue playing even though it causing harm to you (failing
in studies, insomnia, being late to school. Etc.)

42
“THE EFFECT OF MOBILE LEGENDS ADDICTION TO THE HEALTH OF SENIOR
HIGH SCHOOL GAS STUDENTS OF NAVAL NATIONAL HIGH SCHOOL S.Y.
2022-2023”

A research presented to the


Senior High Department
Naval National High School
Larrazabal, Naval, Biliran

In Partial Fulfillment of
Inquiries, Investigation and Immersion

Jhon Eric R. Consar


Rhea Mae C. Rustia
Rissan Earl Grencio
Jessica Z. Serdoncillo
Jeffrey Sipasip

March 2023

i
ii
ACKNOWLEDGEMENT

First and foremost special thanks to GOD ALMIGHTY, for giving us a good

health, for guiding us whatever we do and for giving us strength in the face of our

struggle just to finish this study.

To our Inquiries, Investigation and Immersion teacher, Mrs. Lea D. Cañete for

mentoring us through the second semester even though we are so naughty, you still

give us some patience and thank you for giving us some extension for this study.

To our very supportive adviser Mrs. Rosalyn R. Cabas for being understanding

adviser and allowing us to barrowed her printer and laptop it is big help to us.

To our very supportive Head teacher Mr. Patricio P. Laurito for guiding us in

correcting our questionnaire, you give us another knowledge in making

questionnaire.

To our very supportive Principal Mrs. Rachelle C. Dado for signing our

authorization to conduct a research study in our school it’s a big help to us as a

researcher.

To our Parents, and to those who researchers considered us family, for giving

us inspiration and financial support.

To our Friends, Classmates and those who extend their hands for help and

guidance to finish this study.

Lastly, early researchers, book writers, and publishers, and theorists for giving

us reference and enough knowledge for this study and allowing us to discover more

about this research.

iii
TABLE OF CONTENTS

Page

TITLEPAGE…………………………………………………………….………………...i

APPROVALSHEET………………………...…………………………..…………....….ii

ACKNOWLEDGEMENT…………………………………………………...……….…..iii

TABLE OF CONTENTS…………………………………………..……...……...……..iv

LIST OF TABLES…………………………….……..…………………...………......….vi

LIST OF FIGURES…………………………………..……………….......……...……..vii

LIST OF APPENDICES………………………………………..…………….….….…..viii

ABSTRACT…………………………………….………..……………...........................ix

CHAPTER I- INTRODUCTION

Background of the study…………………………………………………......................1

Objectives of the study…………………………………………………………….……..5

Theoretical Framework………………………………………………….…..….….…….6

Conceptual Framework…………………………………………………………………..7

Research Hypothesis ………………………………………………….................9

Statement of the problem ………………………………………………………...…….…...9

Definition of terms.……………………………………………….…………...……10

Importance of the study…………………………………………...…..……10

Scope and Limitations…………………………………………………………………………10

Review of Related Literature ………………………….……...13

iv
Page

CHAPTER II- METHODOLOGY

Research Design…………………………………………..…………………..……20

Research Locale…………………………………………….………………………….…...20

Research Respondents………………………………………….…….….………...20

Research Instrument....................................................................21

Date Gathering Procedure……………………………………………...….…………..21

Statistical Treatment of Data.........................................................21

CHAPTER III- PRESENTATION, ANALYSIS, INTERPRETATION OF DATA

Profile of the respondents…………………………………………………………...….22

The Effect of Mobile legends addiction to the health of the Respondents…….….…..24

CHAPTER IV- SUMMARY, CONCLUSION AND RECOMMENDATIONS

Summary of Findings…………………………………………………....……..……..…..29

Conclusions……………………………………………………………….….……..….…..30

Recommendations……………………………………………………..………….….…...31

LITERATURE CITED………………………………………………………..…..….….….32

APPENDICIES…………………………………………..………….………….…….…….39

v
LIST OF TABLES

Page

1. Profile of the respondents……………………………………..…….………………..22

2. The Impact of Social Media Usage to the Mental Health of the Respondents….24

vi
LIST OF FIGURES

Figure Page

1. Conceptual Framework of the Study…………………………………………………7

vii
LIST OF APPENDICES
APPENDIX Page
A. Letter to the School Principal………………………………………………………..39
B. Questionnaire to the respondents……………………………………………...…...40

viii
LIST OF APPENDICES
APPENDIX Page
C. Letter to the School Principal………………………………………………………..
D. Questionnaire to the respondents……………………………………………...…...36

ix
ABSTRACT

We are Senior High School Student, JHON ERIC R. CONSAR, RHEA MAE C.
RUSTIA, RISSAN EARL M. GRENCIO, JESSICA Z. SERDONCILLO, JEFFREY
SIPASIP. Naval National High School, Larrazabal, Naval Biliran, Philippines. May
2023. The Effect of Mobile Legends Addiction to the Health of the Grade 12
Gas Senior High School Students at Naval National High School S.Y. 2022-
2023.
.

Adviser: LEA D. CAÑETE

This study investigated the impact of mobile legends usage to the health of

grade 12 GAS students of Naval National High School. This study used a

questionnaire regarding the impact of social media usage of mental health to the

students to collect the findings. 70 respondents have been selected grade 12

GAS as a subject for this study.

It was found that impact of mobile legends usage to the health of the grade

12 GAS students is often on the students. Moreover, most of the Grade 12 GAS

students sometimes have a negative effect of mobile legends addiction to the

health. The reason of the negative impact of social media usage on their mental

health on the students is stress, they didn’t manage or control on how to use

social media in enough time or too much use in gadgets, sleep deprivation, feel

lazy and feel self conscious. Future studies should be comprehensive to avoid

negative impact on their mental health.

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