Research Group 2 (Draft)
Research Group 2 (Draft)
Technological advancement of internet connectivity in the Philippines plays a vital role in the academic
life of university students. It allows students to access the knowledge portal where vast information is
provided by various information service providers. Companies like Google, Yahoo, LinkedIn, Facebook,
ResearchGate, Academia, Scopus, Elsevier, and other information and research portals provide tools for
students, academicians, and professionals as a resource for work and education-related
activities.Researchers define the Internet as the globally interconnected network which is used to
transmit data over different types of network media. The distance of networks varied over different
types of network implemented in the organizations. These networks can either be public or private
network that provides access to information on different types of media such as text, graphics, videos,
audio, and even computer applications.
The increasing number of university students with mobile and smartphones with technologies like 4G
and LTE provides easy access to high-speed internet connectivity. This is supported by the published
data by Statista on the rapid increase of mobile phone users in the Philippines from 2014 to 2019. The
Digital 2019: Global Digital Report 2019, the total number of internet users around the globe is 4.388
billion and out of it 76 million Filipinos are connected to the internet[1]. The report further revealed that
76million Filipinos are active users of social media and 72million are social media users using mobile.
The distribution of users on device usage reveals that 89% are using mobile phones, 65% are using
smartphone, 38% are using laptops or desktop computers. On internet usage, a total of 84% internet
users are playing mobile games. The average time spent is 10 hours and 2 minutes a day on the internet
on any device.
The growing business opportunities for internet service providers allow them to create promos and
service subscriptions at low cost to targeted internet users. Companies like PLDT, DiTO, Smart and Globe
telecom offers low-cost internet services which allow students to have seamless connectivity on the
internet. Students are empowered to have internet browsing ability and reduces the need to buffer
data. These technological presence and improvements impact students’ attitudes towards use of mobile
and smartphones is highly noticeable in the millennial generations.
The implementation of internet connectivity in the university changed the dynamics of students’ life to a
great degree. Experts and researchers cited various usage of the nternet in our daily lives. It offers
variety of benefits from interacting socially online, use of collaboration tools between professors and
students and doing class research [2]. University of Antique - Tario Lim Memorial Campus (UA-TLMC)
offers various Wi-Fi Hotspot locations across the campus for student’s internet connectivity. This service
is offered by the university to support student’s academic performance in doing their academic
activities.
Despite the Internet inherent advantages, it poses drawbacks to university students like online mobile
games. The easy access to internet connection, from open and public Wi-Fi hotspot in the universities
and low costs internet service proves mobility in playing online mobile games and develops possibilities
for students of being addicted. It caught massive attention to millennial students, and for this study
measuring the student’s attitudes towards playing online mobile games. This technology may impact
students’ academic performance if not properly handled by students in their attitudes towards playing
games online using mobile phones.Online mobile games (OMG) refer to a videogame played through the
internet which requires stable high-speed internet connection. The hardware components in
smartphones and mobile phones also affect their gaming experience online. Players play in a virtual
world and are matched based on their current level where they compete head-to-head in a multiplayer
game.
The Flow Model Theory by Csikszentmihalyi (1975) gives emphasis on individuals' attention in
accomplishing desired goals on a specific task. A study conducted on sportsmentioned this theory that
athletes experience flow when goals are clearly set. [3]. They become completely concentrated on the
activity, task is being treated as a self-reward on something being achieved. Another study reveals
students experience flow state in classroom activities in the field of Computers in Education. [4]. Experts
differ in the application of games as support to the teaching-learning process of students [5]. Students
experience flow or optimal experience when they are engaged in mobile gaming. They become so
involved in a period of time and everything seems to not really matter at all[6]. Students tend to be
persuaded in a mental state that they need to master their game strategy. Students who are considered
avid players continue to seek challenges to maintain their level or rank in the game as they experience
flow state. Further, students’ behavior towards playing online mobile games is greatly affected by the
level of their personal state of flow experience.
Most of the studies focused on computer online games and its implications towards students’ attitudes
on gaming addiction but still a limited study in the university to determine the relationship between
students playing mobile online games and academic performance.
This much attention among university students in playing online mobile games contributes significantly
to students’ academic performance. Thus, the aim of the study was to investigate the effects and
correlation between respondents’ attitudes towards playing online mobile games and academic
performance among teacher education students in University of Antique - Tario Lim Memorial Campus,
Tibiao, Antique, Philippines.
2. Is there a correlation between time spent on mobile games and students' academic performance?
3. Is there a difference in academic performance between students who frequently play mobile games
and those who do not?
A survey will be conducted about the evaluation of the respondents regarding in the study of the effects
of these online games on students’ academic performance in a random order and will be given
questionnaires to get information that will be needed in the study. This study will be conducted to
determine the impact of online gaming to student’s academic performance.
This study will help the students have an insight on the impact of online games towards their academic
performance.
For the students, they will know what the emotional and physical effects of are playing online
games. They will be more conscious on the said effects. They will know what the bad impacts of are
playing online games every time and they will realize that playing too much online games is not worth
their money.
To the Parents, it will serve as basis to help share with other parents the information about certain
games or ideas to help each other in parenting. Also, it will help them understand the behavior and
study habit of their children when they’re engaged into such activity
To the Teachers, it will provide additional knowledge on what strategy to use to educate students about
the well-known effects of online gaming to students’ academic performance, problem-solving strategy,
decision-making and spatial visualization.
CONCEPTUAL FRAMEWORK
(LATER)
Mobile gaming in the Philippines remains a vibrant and rapidly growing sector, with both online and
offline games attracting millions of Filipino players. Recent market analyses and app ranking data reveal
the most popular mobile games, player preferences, and trends specific to the Philippine gaming
community in 2025.
According to 42matters (2025), the top mobile games in the Philippines include Mobile Legends: Bang
Bang, Roblox, and Block Blast!, with Hapunan Horror Game noted as a leading title developed by a
Filipino studio. Mobile Legends: Bang Bang, developed by Moonton, holds the top spot in grossing and
downloads, boasting over 500 million downloads, reflecting its dominant position in the local action
game segment (42matters, 2025; SimilarWeb, 2025). Other frequently ranked titles include Call of Duty:
Mobile - Garena, Ragnarok M: Classic, and Clash of Clans, showing a strong preference for multiplayer
online battle arena (MOBA), first-person shooter (FPS), and strategy genres among Filipino gamers
(SimilarWeb, 2025; 42matters, 2025).
Mobile Legends: Bang Bang (MLBB) is a widely popular multiplayer online battle arena (MOBA) game,
especially among students in Southeast Asia. Research shows that playing MLBB has both positive and
negative effects on academic performance. For instance, studies found that MLBB can enhance
students' multitasking, problem-solving, and hand-eye coordination skills, which are beneficial for
academic tasks (Embon, 2021). Additionally, MLBB has been used as a tool to improve English writing
skills, particularly in composing legend stories, demonstrating its potential as an educational aid (Aulia,
Nopita, & Hanifah, 2023). However, excessive gameplay can lead to distractions, reduced study
motivation, digital eye strain, and poor sleep quality, which negatively impact academic outcomes (Devi
& Singh, 2023; Rochmayanti et al., 2021). The social aspect of the game also plays a role in players’
motivation and satisfaction, as it fosters team cohesion and social interaction but may also expose
players to harsh language and hate speech (Kishimoto et al., 2021; Mawalia, 2020). Theoretical
frameworks such as Social Cognitive Theory and Human Motivation Theory have been applied to
understand these dynamics (Schunk & DiBenedetto, 2020; Miller, 2022).
Roblox
Roblox is a game creation platform that allows users to develop and play a wide variety of user-
generated games. Its open-ended nature supports diverse gaming experiences, including multiplayer
horror, adventure, and role-playing games. While specific academic studies on Roblox were not found in
the search results, Roblox’s social and creative environment is known to foster collaboration, creativity,
and digital literacy among players, especially children and adolescents. The platform’s extensive
multiplayer features and user-generated content provide opportunities for social interaction and
learning through game design and gameplay.
Block Blast!
Block Blast! is a casual mobile puzzle game that has gained significant popularity, ranking as the second
most popular mobile game in the Philippines with over 100 million downloads. Although there is limited
academic research on Block Blast!, its casual and straightforward gameplay likely offers cognitive
benefits such as problem-solving and spatial reasoning. Its popularity indicates its role as a common
leisure activity among mobile gamers, contributing to relaxation and entertainment.
Call of Duty: Mobile (CODM) is a highly popular free-to-play first-person shooter that has gained
significant traction among youth, especially senior high school students. Studies have explored both the
positive and negative effects of CODM on academic performance and learning engagement. Dalere and
Ludovice (2025) found that playing CODM can improve decision-making, accuracy, teamwork, and hand-
eye coordination, but uncontrolled gaming may lead to negative outcomes such as aggressive behavior,
poor academic performance, and addiction (Dalere & Ludovice, 2025). Experimental research involving
STEM students demonstrated that participation in CODM tournaments affected academic test scores,
suggesting a measurable impact on student performance (Dalere & Ludovice, 2025). Furthermore,
CODM influences students' learning engagement by affecting behavior, work effort, school adjustment,
and peer relationships, with some studies indicating that gaming can enhance social skills and reduce
negative emotions, although addiction may harm social interactions (Almonte et al., 2013; University of
Saint Louis, 2025). The social context and immersive experience of CODM contribute to player
engagement and immersion, which can have both beneficial and detrimental effects depending on
usage patterns (Dalere & Ludovice, 2025).
Ragnarok M
Ragnarok M is a mobile MMORPG that continues the legacy of the classic Ragnarok Online, adapted for
mobile platforms. While specific academic studies on Ragnarok M are limited, it shares common traits
with online multiplayer games that encourage social interaction, character progression, and strategic
gameplay. Players engage in quests, character customization, and cooperative play, which can foster
teamwork and problem-solving skills. The game’s reliance on digital transactions for in-game purchases
reflects the broader trend of monetization in mobile gaming, impacting player engagement and
spending behavior (Dalere & Ludovice, 2025).
Clash of Clans
Clash of Clans is a strategic mobile game involving village building, troop training, and clan-based
warfare. It has a strong community aspect through clans, promoting cooperation and competition
among players. The game’s strategic demands support cognitive skills such as planning and resource
management. Although direct academic research on Clash of Clans is less prevalent, its popularity
among mobile gamers and its emphasis on social and strategic elements align with findings on other
online games that highlight both positive cognitive and social benefits as well as potential risks related
to excessive play (Dalere & Ludovice, 2025).
While the majority of top-grossing games are international titles, Filipino-developed games such as
Hapunan Horror Game have gained notable traction, with 500,000+ downloads, highlighting growing
local game development efforts and player support for homegrown content (42matters, 2025).
However, only about 7% of the top games in the Philippines are developed by Filipino studios, indicating
room for growth in the domestic game development industry (42matters, 2025).
Hapunan Horror Game is a Filipino-developed horror mobile game that has achieved notable success
locally, becoming the top Filipino mobile game in the Philippines with over 500,000 downloads. While
there is no detailed academic literature on Hapunan, its cultural relevance and horror theme suggest it
plays a role in local game development and offers players a culturally contextualized gaming experience.
Horror games like Hapunan often engage players through suspense, narrative, and atmosphere,
contributing to emotional and cognitive engagement.
Statista (2025) reports that mobile devices are the preferred platform for online gaming in the
Philippines, with a vast majority of players using smartphones and tablets over consoles such as
Nintendo Wii or Xbox. This preference aligns with the accessibility and affordability of mobile devices in
the country, fueling the popularity of mobile games across various genres (Statista, 2025).
The Philippines also has a strong esports culture, with games like Mobile Legends: Bang Bang, Roblox,
and Call of Duty: Mobile serving as pillars of competitive gaming. These titles not only dominate
download and revenue charts but also feature heavily in local tournaments and community events,
reinforcing their cultural significance (D-Addicts, 2025).
In addition to online multiplayer games, casual and offline mobile games such as Block Blast! and 100+
Offline Games No WiFi Fun enjoy widespread popularity. These games cater to players seeking
entertainment without continuous internet connectivity, expanding the reach of mobile gaming to areas
with limited network access (42matters, 2025).
Mobile gaming has become a prevalent activity among students, raising concerns about its impact on
academic performance. Several studies have explored this relationship, revealing predominantly
negative effects, although some findings suggest nuanced or context-dependent outcomes.
Research indicates that excessive mobile gaming is associated with cognitive impairments and poor
academic results. Adolescents dependent on mobile gaming often experience mental health issues such
as depression, anxiety, loneliness, and stress, which correlate with diminished academic performance
(Gentile et al., 2011). The addictive nature of mobile games can lead to reduced self-control and
increased time spent gaming at the expense of study time, thereby negatively affecting learning
engagement and academic motivation (Agraviador et al., 2023).
The cognitive load theory provides a theoretical framework explaining how mobile games may impair
academic performance. Mobile games impose extraneous cognitive load on working memory,
competing with academic tasks and reducing the capacity available for learning (Naaaguyuudddd, 2025).
This theory suggests that the cognitive demands and addictive potential of mobile games can hinder
students' academic success, especially among junior high school students.
Empirical studies among university and secondary students corroborate these findings. For instance, a
study of engineering students at Eastern Visayas State University found a significant negative correlation
between hours spent playing online mobile games at home and academic performance (Eastern Visayas
State University, 2025). Similarly, research on secondary students in the Philippines reported an inverse
relationship between prolonged mobile gaming and academic achievement, emphasizing the role of
study habits, time management, and parental supervision in mitigating adverse effects (Agraviador et al.,
2023).
However, some studies report that students perceive mobile gaming as having a neutral or even positive
impact on certain academic aspects. A study involving K12 students found that many believed online
gaming improved their test scores, grades, concentration, and participation in school activities, although
these are self-reported perceptions rather than objective measures (Journal of Nusantara, 2023).
Another study among hospitality management students found no significant relationship between
attitudes toward mobile gaming and academic performance, suggesting that moderate gaming may not
necessarily impair academic outcomes (Marcelo & Dela Fuente, 2023).
Concept 3:
Many student gamers consciously organize their study and gaming time to maintain academic
performance. A qualitative study of 93 heavy-video-gaming undergraduates identified five distinct study
organizational approaches used by gamers, highlighting that gaming often serves as a mental break or
reward after study sessions (University of Missouri, 2021). Effective student gamers tend to schedule
gaming sessions after completing academic tasks, using gaming as motivation to focus during study
periods (CGMagazine, 2025). Time management tools such as planners and calendar apps help students
allocate specific blocks for studying and gaming, preventing procrastination and missed deadlines.
Using gaming as a reward for academic achievements is a common strategy among student gamers.
Setting academic goals before gaming-such as completing assignments or preparing for exams-helps
improve self-discipline and prioritizes study time over leisure (CGMagazine, 2025). This approach fosters
a positive feedback loop where gaming incentivizes productive study habits.
Some students perceive that online gaming positively influences concentration and time spent studying,
reporting improvements in test scores and school participation (Journal of Nusantara, 2023). However,
excessive gaming, especially when it leads to skipping classes or prolonged playtime, is linked to reduced
study motivation and poorer academic performance (PMC, 2011). A study on adolescents found that
higher amounts of video game usage correlate with lower academic achievement, particularly when
gaming time encroaches on weekdays and study hours (ERIC, 2020).
Research categorizes student gamers into different types based on their gaming and study behaviors,
suggesting that not all gamers are equally affected academically. Some maintain strong academic
routines alongside gaming, while others struggle with time management and experience negative
academic outcomes (University of Missouri, 2021). Additionally, student gamers express a desire for
academic environments to incorporate reward systems similar to gaming to enhance motivation and
engagement.
Studies also note that student gamers’ learning styles-visual, auditory, kinesthetic-intersect with their
gaming habits, influencing how they approach studying and information retention (Scribd, 2025).
Understanding these learning preferences can inform educational policies and support systems tailored
to student gamers.
Study 1
General and specific objectives:
Marcelo and Dela Fuente (2023) aimed to determine the impact of mobile games on the academic
performance of Hospitality Management students at Taguig City University. The study specifically sought
to find out if gaming frequency had a measurable effect on students’ academic outcomes.
The study employed a descriptive-correlational research design. Participants included college students
from the Hospitality Management program. Data were collected through surveys and student academic
records.
The researchers found no significant relationship between mobile gaming and academic performance.
This implies that playing mobile games did not negatively or positively impact students' grades in a
statistically significant way.
This study supports the idea that mobile gaming may not necessarily impair academic outcomes when
used in moderation, providing a baseline for comparison with studies that show either positive or
negative effects.
Study 1 did not differentiate between types of games or gaming duration, which Study 2 addressed
more specifically.
Study 2
Gabrito, Ortillo, and Bustamante (2024) investigated how the frequency and duration of online gaming
—particularly Mobile Legends—affect academic performance among students at DEBESMSCAT-Cawayan
Campus.
This study also used a descriptive method involving student surveys and analysis of academic
performance indicators such as grades and class participation.
The study concluded that mobile games might have positive motivational or stress-relief effects that
indirectly contribute to better academic performance.
This study lacked control over variables such as subject difficulty or time management practices, which
Study 3 approached more methodically.
Study 3
Cañares (2023) sought to explore the impact of integrating educational online games into science
instruction among Grade 9 students at Pasian National High School.
A quasi-experimental design was used. Participants were divided into control and experimental groups.
The latter used educational games during science classes. Pre-tests and post-tests were used as primary
instruments for data collection.
The study found a significant increase in the science test scores of the experimental group, indicating
that educational games can enhance comprehension and academic performance when used as
instructional tools.
This study supports the integration of game-based learning to improve educational outcomes and
contrasts with non-educational gaming, showing how purposefully designed games can be beneficial.
While Study 3 focused on educational games, it did not account for the use of non-academic mobile
games, which your study will examine in relation to study habits and performance.
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