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CHAPTER 1
THE PROBLEM AND ITS BACKGROUND
This chapter includes the introduction, theoretical framework,
conceptual framework, statement of the problem, scope and delimitations
of the study, and the definitions of terms used in this study.
Introduction
How many times your parents told you that MOBA games have no
use in your daily life and that it just rots your brain and it doesn’t help you
at all? Nowadays where modern things emerge and technologies take
over almost everything, games are really highlighted as a recreational
activity and even a professional job. People use internet and technology
for various reasons like social media, MOBA Games makes internet more
interactive and exciting, especially bringing all things in reality. They are
playing Multiplayer Online Battle Arena or shortened as MOBA. This game
had 67 million monthly players in 2014 (statistica, 2016). It is also known
as an Action Real-Time Strategy (ARTS), is a subgenre of strategy video
games that originated as a subgenre of real-time strategy in which a
player controls a single character in a team who compete versus another
team of players playing MOBA, the played greatly benefits by increasing
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their ability and their capacity to think critically about the current situation
under pressure but also improving overall intelligence. MOBA games do
not take place in never-ending virtual worlds, although they feature similar
characteristics of advancements and social interaction. One of the most
popular MOBA games is League of Legends (LoL). League of Legends
provides daily updated international rankings and statistics, and is the
game most associated with international competitions. Being addicted in
playing MOBA games in a long span of time can be a big factor to be a
hindrance for a student to focus on their studies. Playing can limit their
hours from finishing workload from school and it limits their time to think
and manage other things too. Students have reason why they love to
spend or give more time to use MOBA games rather than focusing on
doing other things. It can affect their physical, mental, emotional, and
spiritual health as a person. Most of the students lack knowledge or
information about MOBA games and on what it can do in their life as a
student. As a researcher, learning to have a time management and use
MOBA games with self control will not do you any harm but instead it can
improve your skills and you will learn how to become smarter and
productive on your studies as well.
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Background of the Study
The playing of MOBA games has now become of the most popular
leisure activities worldwide, Today, Multiplayer Online Battle Arena games
are quite popular and well-known especially to young students. Many of
them are influenced by their friends, classmates, and relatives. The
introduction of multiplayer games featuring element of both cooperation
and competition. When the player is into a MOBA games around the 20
minute mark, everyone begins to reach their power and being progressive
about their skill levels because of the damage if one is not careful about
their position. It improves the individual’s ability to communicate with their
team and work together to secure their objectivity not only when it comes
to interacting with people in their everyday life but it also help the students
converse better because there are interaction that they can’t do in their
home or school because of the people or community but they can do while
playing. A lot of them are willing to spend a large amount of time just to
play, enjoy, and to give time for their self due to the stress that they felt
from school, home and peers. They consider MOBA games as stress
reliever because of the enjoyment that they felt. Despite of the widespread
popularity of MOBA games, few studies have investigated their potentially
addictive nature or the factors associated with their excessive use. The
positive and valuable outcomes of MOBA games provides a growing body
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of literature has suggested that MOBA games involvement can, under
certan circumstances, become problematic and associated with negative
outcomes and functional impairment. MOBA games maybe helpful and
enjoying for some people, but the small amount of people who are
negatively affected by gaming are many.
Statement of the Problem
St. Uriel Academy of Taguig City, Inc. is a school where we often
hear and see students who play and talk about their Multiplayer Online
Battle Arena (MOBA) experience instead of actually listening to the
teachers lecture. We can also hear some comments where a student fails
or becomes a poor performer because of too much time playing MOBA. In
our deep and careful analysis and some informal interviews, we found out
that there are indeed students who are engaging in MOBA games. The
researcher also encountered the absences or being late in class of some
students because of too much time spent on MOBA’s. With this occurence
the researchers team up agreed to conduct a research study and gather
factual, analytic and scientific informations regarding the academic
performance of the Senior High School students on SUATC that are
engage in playing MOBA’s.
The research wanted to answer the following questions:
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What are the demographic profile of the respondents in terms of:
a. Frequency of playing MOBA games per week
b. Average time span of playing MOBA games
c. Length of period of playing MOBA games (since they’ve started)
How does playing MOBAgames affect the academic performance
of the students in relation with:
a. Class participation
b. Number of hours spent in studying
c. Frequency of absences in class
Is there significant relationship between playing MOBA games and
academic performance of the students?
It become a phenomenon in our surrounding with people
nowadays are too focusing with their gadgets playing MOBA
games rather than doing their other stuff.
It can be either male or female can be affected with the
existence of MOBA games.
WIth the advance technology nowadays, people getting easy
to do anything especially in playing MOBA games.
MOBA games is popular among teenager nowadays and
people often get addicted when playing MOBA games.
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To recognize the MOBA games addiction symptoms among
the students based on the data collected from the study.
Significance of the Study
This study has importance and will be a big help for the Educators,
school officials, parents and senior high school students in SUATC and
other future researchers. This study will provide a new perspective that will
help them identify the factors that can affect the academic performance of
Senior High School students. This can also be useful to prevent and
intervent potential MOBA gaming addiction.
The study focuses on the academic performance of Senior Highschool
MOBA gamers in St. Uriel Academy of Taguig City. This part of the study
discusses about the significance of being enlighten on what is the essence
of MOBA games in the students’ academic performance. The study will be
helpful in a way that it will provide awareness and understanding to the
receivers of the benefits.
The study aims to inform students, teachers, parents, school
community and researchers on how to use the social media properly. The
results of the study will be great benefit to the following:
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To the Students
They will benefit most of the study. It will also give them knowledge
about their rights and limits in terms of playing MOBA games. It will give
them additional information and awareness in terms of playing.
To the Teachers
This data will be beneficial to them in order to understand why some
of their students are consistently playing MOBA games. This study also
benefits the teachers to give them awareness and discoveries about the
MOBA games and to guide their students in terms of playing it wisely.
To the Parents
Like the teachers, they will understand and guide their children who
are playing MOBA games. The given data in the study would help them
consider more reasons why their children are constantly playing MOBA
games. This study also benefits the parents since they are the one who
had a lot of time with their children. To give them information about the
behaviour of their children in their home.
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School community
The output would be favorable to school community because be
enlightened with different reasons why students are playing MOBA games.
The findings would also help them understand their students.
To other researchers
To those researchers who will conduct a research about MOBA games
in academic performance can use this as a reference. And to help them to
widen their knowledge; this study will serve as contribution, guide and
tool for their developments.
Scope and Delimitation of the Study
The study was mainly concerned and limited only with the
academic performance among the MOBA and non MOBA gamers of the
Senior High School students of St. Uriel Academy of Taguig City. The
study is limited only to the students who are playing MOBA games and
does not include other factors that affect the respondent’s academic
performance. The respondents will be selected from Senior High School.
The researchers will conduct survey to prove if MOBA games greatly affect
the academic performance of the students.
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Theoretical Framework
The framework for the scoping the literature review is supported by
Dtwo theoretical models: Adult Learning (Knowles, 1984) and Situated
Cognition (Brown, Collins & Duguid, 1989). The focus of a scoping study
is to place knowledge regarding a particular topic in a conceptual
framework, map relevant literature, and present what is known and
unknown (Anderson, Allen & Peckingham, 2008). The broad range of data
can be inclusive of both material from empirical and non-research
materials (2008). The objective is to generate meaningful discussion
around a specified topic.
Knowles (1984), one of the leading teachers, scholars, and
practitioner of adult-learning and education was considered the father of
andragogy. After extensive research, Knowles outlined four principles
related to adult learning that applied to non-traditional students. These
principles are: adult learners must be included in the assessment and
planning of their learning; adult learners’ experiences and mistakes form
the foundation for learning; adult students are interested in subjects that
are immediately connected to their lives or employment; and
learning is more meaningful when problem-based as opposed to
theoretical or ambiguous (Kearsley, 2010)
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Situated Cognition theory, the second theory, is based on the
premise that knowledge is formed and supported by the cultural, social,
and physical experiences and situations of an individual (Brown et al.,
1989). Learning occurs in the everyday life experiences of an
individual and the theoretical model emphasizes an authentic context for
skill acquisition (Brown et al., 1989). Learning is organic, meaningful, and
effective when materials are rooted in personal connections and
reflect real-life experiences (Herrington & Oliver, 1995). Students
persist academically when course lessons and materials are made
relevant to the lived experience (Park & Choi, 2009).
Digital game-based learning aligned with many of the suggested
parameters outlined by theories of Situated Cognition and Adult
Learning promotes effective adult learning (Kearsley, 2010). The
digital gaming experience provides learning within a specific problem-
solving context which allows adult learners to use their experiences and
errors as a gage for learning. In many cases, the games are related to
real life experiences or careers skills found in the work environment.
Digital game- based learning provides nontraditional learners with
more authentic context for skill acquisition (Trybus, 2014). Important
features connecting adult learning and digital games are: (1) genuine
context which mirrors how information is utilized in real-life, (2)
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presents authentic activities, (3) numerous points of view and roles,
(4) games can give linked assessment of the learning, (5) can
scaffolding learning or instruction at decisive points (Herrington & Oliver,
1995).
Conceptual Framework
Research indicates that there are many impacts of MOBA games
among the senior high school students of St. Uriel Academy of Taguig
City. Studies have been conducted assessing the impact of MOBA in their
academic performance. As an input, the researchers will gather the
information about the academic performance of the MOBA gamers. To
carry out the study, the researchers conducted a survey among the senior
high school students of St. Uriel Academy of Taguig City. As a result, the
researcher discover the academic performance of the MOBA gamers.
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STUDENT
PLAYING MOBA GAMES ACADEMIC
(INDEPENDENT VARIABLE) PERFORMANCE
(DEPENDENT VARIABLE)
Discovery of the
The impact of A survey among impact of the
MOBA games the MOBA gamers MOBA games in
among the senor of St. Uriel the academc
high school Academy of Taguig performance of
students of St. City. senior high school
Uriel Academy of students.
Taguig City.
BASELINE (actual numbers of gamers and non gamers) >
CORELATION ( between gamers and non gamers of MOBA)
ACTUAL PRESENTATION OR OUTPUT ( RESULTS OF THE
CORELATION.)
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CHAPTER 2
REVIEW OF RELATED LITERATURES AND STUDY
RELATED LITERATURES
Foreign Literatures and Study
As of today, most people relate online games to low
academicperformance. Through the years, studies have yielded different
results. Some ofthem say that they are co-related when some say that
they are not
In a published book by Marc Prensky (2006), He presents the
case-profoundly counter cultural but true nevertheless- that video and
computer game playing, done appropriately, is actually very beneficial to
today’s “Digital Native” kids, who used them to prepare for life in the 21st
century. He further believes that kids are so atracted to these games
because they are learning about important “future” things, from
collaboration, to prudent risk taking, to strategy formulation and execution,
to complex moral and ethical decisions. His arguments are supported by
PhDs studying both violence and games in their totality, and by studies of
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gamers who have become successful corporate workers, entrepreneurs,
leaders, doctors, lawyers, scientist and other professionals.
In publication sponsored by IEEE Computer Society, Luis von Ahn
(2006), it was mentioned that through online games, people can
collectively solve large-scale computational problems. Such games
coinstitute a general mechanism for using brain power to solve open
problems. In fact, designing such a game is much like designing an
algorithm – it must be proven correct, its efficiency can be analyzed, a
more efficient version can supersede a less efficient one, and so on.
“Games with a purpose” have a vast range of applications in areas as
diverse as security, computer vision, Internet accessibility, adult content
filtering, and internet searc. Any game designed to address these and
other problems must ensure that game play results in a correct solution
and, at the same time, is enjoyable. People will play such games to be
entertained, not to solve a problem – no matter how laudable the
objective.
In the study of Sarath A. Nonis & Gail I. Hudson (2010), it was
revealed that “the amount of time spenth studying or at work had no direct
influence on academic performance”. We believe that the result of this
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study was in one way or another have something to contribute to our
recent study. Thus, we included it in our review.
Another noteworthy study to review was that of Mark D. Griffiths &
Nigel Hunt (1998), their analysis on the study indicated that one in fiver
adolescent was currently “dependent” upon computer games. Boys played
significantly more regularly than girls and were more likely to be classified
as “dependent”. The earlier children began playing computer games it
appeared the more likely they were to be playing at ‘dependent” levels.
M. D. Griffiths. Al (2003), results of their study showed that adolescent
gamers were significantly more likely to be male, significantly less likely to
gender swap their characters, and significantly more likely to sacrifice their
education or work. In relation to favorite aspects of game play, the biggest
difference between the groups was that significantly more adolescents
than adults claimed their favorite aspect of playing wasviolence. Results
also showed that in general, the younger the player, the longer they spent
each week playing.
“The results of an exploratory interview-based study of computer
gaming within the “first person shooter” (FPS) game genre are reported.
FPS gaming is a fast-paced form of goal directed activity that takes place
in complex, dynamic behavioral environments where players must quickly
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make sense of changes in their immediate situation and respond with
appropriate actions. Gamers’ perceptions and evaluations of various
aspects of the FPS gaming situation are documented, including positive
and negaive aspects of game interfaces, map environments, weapons,
computer-generated.
In the studies of addiction, there are numerous studies from television
to internet, from computer to mobile phones or the conents of mass
communication instruments. Those studies differ not only from
subjects and content but also manners of approaching. Foremost of
the changes is that it is not a concept of solely on communication
field but also concerns other fields. When the researches related to
the field are analyzed, publication activities are observed during late
80’s and early 90’s. Among the first researchers of the field, Shotton
enabled the formation of new initiations in the fields of computer
technologies and addiction in 1989. Thus, the addiction which forms
with computer and computer activities is regarded as if it is like other
types of addiction (drugs and narcotics) (King et al., 2010).
Especially, the interest of health sector on the pattern of
addiction occurs related to mass communication instruments among
the types of other addictions accelerated the studies but separated
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from the paradigms of communication studies. As well as the studies
of psychiatry and psychology, the studies of addiction on
communication growingly continuing. Another point in the addiction
studies, dense research are carried out in developed western and Far
East geography relaed to these problems.
In the study of Salguero and Moran (2002) which they
executed on the video game addiction of the young between the ages
of 13 and 18 in Spain; 97% of the participants were determined to play
video games within a year, 57% of them regularly play video games.
73% of the subjects were discovered to play computer games, 37% of
them played games using game consoles and 7% of them played
internet games. According to the research,it was observed that the
frequency of playing games and playing games regularly increased and
men played more games than women
In Taiwanesse;Ko et al.,(2005) who research the addiction of
high school students for online games found that boys are more
addicted than girls, girls spent more time than boys, boys played for
will to succeed while girls play to make friends.
In Holland, Rooij et al., (2010) who studies the addiction of the
secondary education students (13-16) found that the rate of children that
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can be determined as the addicts of online games was about %. This
rate represents the 1.5% of the children in the same age group who live
in Holland. Nevertheless, online games users. In the research, the
effects of addiction to games on psycho-social health of children where
determined to be comparatively less. The user discussed in two groups:
The first group is consist of severely addicted online games users while
the second groups contains severe but not addicted online game users.
In the study which Desai et al., executed on 4028 adolescents
who play computer games in high school or experience problems due to
the computer games in the same years, half of the participants stated
that they played computer games and boys played computers more than
girls. About 5% of the participants are the problematic users of computer
games. Playing games is generally more common among the boys while
playing games is related to more reflexive behaviours and they have
less internalization symptoms. The girls who state that they play games
don’t xperience depression, on the contrary, they cut up rough and
display a behavior up to bringing guns to school. On the other hand,
there is a negative relationship between playing computer games and
smoking regularly.
In a reasearch carried out by Jeoung and Kim (2011) on 600
subjects from secondary and high school students (ages 12-18) in South
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Korea, high school students were found to me more addict than
secondary school students whle boys are more addict than girls. In the
study which the role of parents, friends and teachers were considered as
variants; the relationships between adolescents and parents were
determined to be more significants patterns from the point of addiction.
The adolescents with positive relations wuth parents were observed to
have negative addiction patterns.
In a research carried out by Festl et al, (2012) on adolescents.
Young people and older ones in Germany; it was revealed that men spent
more time playing games than women, there was a negative correlation
from the point of ages, young people mostly preferred digital games while
the adolescents had higher problematic playing games and addiction
levels than the other groups.
When the results of the research carried on the vietnam examples
about MMORPG, the people who play such games were determined
to experience significantly higher levels of mental disorder than
those who don’t play. The strongest positive correlation was found
between the scores of MMORPG, it is possible that young
Vietnamese MMORPG players are likely to have mental disorder at
higher leveks due to their higher addiction scores (Son et al.,2012)
Bruss (2013) who performs qualitative researches on the computer
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games addiction of Danish young people from their own point of view;
stated at the end of the study that the concept should be handled
carefully although medical threat takes place in daily life as a
psychological and psychiatric threat and the playing periods of young
people have negative aspects. In some characteristics which were
expressed to be negative, it was stated that the young people played
roles in the formation of their identities.
According to the data of Turkish Statistical Institute (TSE),
2013 the age to start using computer in Turkey is 8, the age of using
internet is 9, and the age of using mobile phone has been determined
as 10 (www.tuik.gov.tr). This situation shows that, especially, the
individuals in their childhood period are under the risk against using
communication tools unconsciously. The researches executed all over
Turkey support this reality.
In the study carried out to determine the habits of using computers
among the primary school students in Turkey and their position for
computer games; the boys were determined to play games more than
girls. The results of the research executed in the example of İzmir and
Karabük revealed that girls generally preferred quizzes, catechetic,
general knowledge,and action-adventure games while boys preferred
action-adventure, fighting and sports games. It was observed that the
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strategic games which cognitive and mental abilities are employed more
than action-adventure types. The reason for this has been evaluated
as the age levels of the students. According to the research,
possessing a computer has effects of the durations of playing games
(İnal and Çağıltay, 2005).
In a Sakarya based research carried out by Horzum (2011) which
levels of addiction level for computer games among primary school
students according to various variants; a significant difference was
observed between the girls and boys from the point of addiction.
Namely, male students have higher addiction scores than the female
students. Moreover, the students who are higher income earners are
more addicted than the students with lower or medium income levels
and the students of 4.th grade are more addicted than 3rd and fourth
grade. Besides, it was seen that the existence of computers in the
homes of the students didn’t cause a significant difference in the level
of addiction.
In a study carried out in order to calculate the computer games
addiction of primary school students in Adıyaman (Güllü et al.,
2012); it was concluded that the addiction levels of the children for
computer games was rather high. It was determined that the scores of
addiction to computer games among the students significantly differed
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according to the variants such as gender, daily use of computer and
the existence of computers at home; however, there was no difference
according to the variants such as grades, the occupation of the
parents and free time in and out of school.
When the results of another Kırşehir centered research
executed on primary school students are analyzed, similarly,it is seen
that a different situation exists. According to the study carried out by
Şahin and Tuğrul (2012) the addiction levels of primary school
students is very low. Nevertheless,the students of 4th grade have less
addiction scores than those of 5th grade, girls are less addicted than
boys and those who don’t own have less addiction scores than those
having computers at home. Another remarkable result that shows up
in the research is related to the education level of the mother.
Accordingly, the more the mother’s education level raises the more
addiction level for computer games increases.This situation makes the
relationships between the education level and addiction questionable.
In a study carried out by Ayas (2012) on high school students in
Giresun; it was observed that boys were more addicted than girls and
there was a positive relation between addiction and being ashamed.
In the study executed by Vollmer et al.,(2014) in İstanbul on
741 adolescents related to the addiction to computer games, the
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individuals who study in different schools were talked face to face.
Within the context of the study which a quantitative method is
employed, the relationships between playing computer games and the
changes in physical and personality aspects were examined and
remarkable results were obtained. It was determined that
accordingly,the computer games addiction had strong effects on the
changes in the physical functions of human beings (hormone levels,
body heat etc.) which are called ‘chronotype’. A significant relationship
was observed between the addiction of computer games and the
duration of playing computer games and the ‘chronotype’.The evening
focused young and male students had higher scores of addiction for
computer games than the morning focused older female students.
The addiction levels of extraverted and obedient students for computer
games were low. No significant relation was observed between
addiction levels of the students for computer games and
clarity,experiences and their personal convictions.
According to Anderson and Dill (2000), there is a negative
correlationbetween the two. Thus, meaning that there is no relation
between the number ofhours played by a player and his grades. At times,
the students defend the games they are playing by saying thatthey do
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learn something from it. A paper from EDUCAUSE backs these
studentsup by suggesting that the faculty learn and know about these
games so as tohelp students in in class learning experience (Hitch and
Duncan, 2005). Furthermore, another paper claims that these games are
not just forentertainment (Shaffer, Squire, Halverson, & Gee, 2005). They
claim that thesegames may be used to learn and experience different
things and interact withother people and belong to a virtual community
Online games have both positive and negative effects on
people,especially students. One of the negatives is this. Many cases
among students are addiction.And this addiction may lead to worse
problems. The students might steal money. They may become lazy when
it comes to studying and prefer playing the wholeday long. Some may
even skip school in order to have more playing time. (SujatAli Hamzah)
Addicted gamers spend so much time playing that their
personalrelationships get neglected and sometimes disappear altogether.
Amongaddicted gamers who are married, up to 50 percent report a strain
in theirmarriage as a result of their addiction. Addicted gamers also
neglect theresponsibilities of everyday life such as school and work.
(UNC-OASIS).In the world of today, there are different genres of online
games. First arethe console games. Console games are more commonly
referred to as videogames. They are played on a device specially made
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for game play called a videogame console. The player interacts with the
game through a controller, a hand-held device with buttons and joysticks
or pads. Video and sound are received bythe gamer though a television.
Examples of consoles include the Microsoft Xbox,Sony Playstation,
Nintendo GameCube, and Nintendo Wii. Second are the real-time strategy
games. This is a type of video game inwhich players exercise strategy
along the way, typically to conquer enemies andreach a final destination
without being eradicated. For example, to win, playersdecide which routes
to take, what needs to be done and how to do it. Contrastwith first-person
shooter.Third are the cross-platform online games. Developing software
for, orrunning software on, more than one type of hardware platform. The
mostuniversal cross platform application is the Web browser. Written for
every 10desktop computer and mobile platform, Web browsers render
Web pages"almost" the same no matter which computer they run on.
Carey (2012) found out that tha history of online gaming included
contributions by many different companies and entities. Online gaming
began as multiplayer gaming, but has evolved to include online gaming
serves and massively-multiplayer online game settings.
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Stated by Hassan (2011) online gaming is good and bad. Good for
those who know their limits and bad for those who fix themselves in the
seats for long hours and cut off the interaction with rest of the world.
According to the study of Chang (2009), online gaming was
referred to as Internet Gaming or Electronic Gaming. It was a gathering of
players with a common game using a local area network (LAN) where they
could be on the same settings. The players seem to be in real situation
that they use their mouse or keypads to move in the monitor, their virtual
world.
Hall (2005) said that online gaming has become increasing popular
over the past few years.
Both Orzack (2004) and French (2002) found out that i internet
search for “gaming addiction” in physical and psychological symptoms
from dry-eyes and carpal tunnel syndrome to “problems with school work,”
offered as individual problem usage behavior.
Griffiths, et al. (2003) stated that online gaming has been seperated
by some researchers into three main types: stand-alone games, local and
wide network (LAWN) games and massively multiplayer online role-
playing (MMORP) games.
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French & Dwyer (2002) claimed that online game players “don’t
have normal social relationships anymore.” And play online games in
order to cover feelings of anger, depression and low self-esteem
Nie & Erbring (2000) and Kraut, et al. (1998) stated that some fear
that virtual communities was detracted from social activity and
involvement in the real world, replaced real social relationships with less
robust online substituted and caused users to turn away from more
traditional media.
Turkle (1995) found out that online games enabled self-exploration
and discovery that users extended and idealized their existing
personalities or try out new ways of relating to one another that can
positively affect real life relationships.
Rheingold (1993) stated that one reason for the popularity of online
games was that the meld the fun and challenge of video games with the
rewarding social aspects of online community. Participation in online
communities allows us to stay in touch with old friends, people, learn and
share information.
In the study conducted by Wood, Gupta, Devevensky and
Griffiths(2004), online gaming can be addictive. The research has tended
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to concentrate on negatve aspects,such as excessive play and addiction.
Instead of spending their hours in studying and doing their homework,
children spend their time on playing computer games.
Gentile, et.al (2004) said that the majority of these studies have
shown that online games can be addictive and that some online games
have been associated with aggressive behaviour. However these studies
have been relatively controversial as they examine these factors using
self-report methods and artificial scenario. This type of research is fraught
with problems and criticism.
The study of Carrasco (2001) stated that computers have become
a part of man’s life. Almost all the things around us were made by
computers with the aid of modern machines. Associated with the
computers is the internet where we can find online games. Online game
has a big impact to children especially to teenagers. They tend to be hook
by the computer.
On the other hand, online gamers can also benefit on playing online
games. A great variety of forms have been developed and put into
practice to enhance learning, offer solace, to drive away boredom, and/or
to persuade palyers to adopt certain actions and opinions. The game play
improve various thinking skills but that it can also boost cognitive speed
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for those who play action games and can also improve cognitive accuracy
of players who solve puzzle and strategy games (Klabber, 2001).
Some video games have been associated with aggressive
behaviour. In that case, children limited online characters. Some children
are at the period of modelling (Anderson & Bushman, 2001).
Local Literature
Itinuturing na ng World Health Organization (WHO) na isang
mental health disorder ang pagkalulong sa digital at video gaming.
Ayon sa WHO, isinama na nila ang kondisyong ito sa listahan ng 11th
International Classification of Diseases (ICD) na ilalabas ngayong
2018. Sa kanilang depinisyon ng “gaming disorder”, ito anila ang mga
indibidwal na walang ginawa kundi maglaro at wala ng interes sa ibang
bagay o aktibidad , higit sa lahat ang pag aaral. Saan ng WHO:
“Gaming disorder is defined in the draft 11th Revision of the
International Classification of Diseases (ICD-11) as a pattern of
gaming behavior )”digital-gaming” or “Video-gaming”) characterized by
impaired control over gaming, increasing pariority given to gaming over
other activities to the extent that gaming that gaming takes precedence
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over other interests and daily activities.” WHO: Addictive gaming to be
recognized as disease, paliwanag naman ng Department of Health
(DOH), masama ang epekto sa kalusugan ang labis na pag lalaro dahil
kung hindi napupuyat, ay di na kumakain ang mga lulong sa gaming o
paglalaro. Ayon pa kay Asst Sec. Lyndon Lee Suy ng DOH, wala na
ring oras sa pamilya ang ilan sa mga labis na nag lalaro. Pero nilinaw
ng DOH na hindi naman ibig sabihin na kapag laging naglalaro ang
isang indibidwal ay may gaming disorder na siya. Ilan anila sa mga
sintomas nito ay kawalan ng kontrol sa haba ng oras ng paglalaro,
pagbibigay prayoridad sa paglalaro at patuloy na paglalaro sa kabila
ng mga negatibong epekto nito. Payo ng DOH sa mga magulang,
gabayan ang mga anak sa paglalaro at limitahan ang oras na uubusin
para dito.
According to Gwen Katrice Emano, from SunStar Cagayan de
Oro’s section for the yourh’s perception and life’s views. Mobile legends is
arguably one of the most popular mobile games currently being played.
Mobile Legends: Bang Bang is a multiplayer online battle arena mobile
game developed and published by Shanghai Moontoon Technology. This
is a worldwide game, many person play it. It is an online game and can be
played on PC or smartphones. You can also make a team and join
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tournament games to win all the winning prizes. Some say that it can be
harmful to a person. But think of it, playing mobile games have positive
effects to the players. Resarchers came up w/ a study to show that there
is also an effect in mobile games (ML) to the behavior and health of
students. There are positive and negative effects. Positive effects:
improving brain functions and educating children. Negative effects:
distraction while performing another important activity, affecting social
interaction, sleep problems and loss of productivity.
According to Aries Joseph Hegina, DOTA was banned in
Dasmariñas, Cavite and to other villages. The resolution of banning the
Multi-player online game Defense of the Ancients (DOTA) in computer
shops within its jurisdiction. Acording to the Resolutiong 008-S-2015 dated
January 5, 2015, issued by the Barangay Council of Salawag, Dota was
being banned because it had already become a tool for gambling and was
causing discord in the community. The resolutio, which was written in
Filipino added that Dota was inducing the youth of thie barangay to become
violent to the point of committing murder. It said that because of Dota’s ‘bad
influence, “Ang mga bata ay nagiging bayolente at natutong manloko,
magnakaw.” :They are becoming violent and are learning to deceive, steal.)
He added, “Di malayong pumatay sila o mamatay, makapaglaro lamang.” (It
has no far possibility for them to kill or to be killed just to play.) a copy of the
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resolution has been circulated in social media. Salawag chief Enrico
Paredes confirmed the authenticity of the resolution to INQUIRER.net.
Computer shop owners who will violate Resolution 008-S-2015 face
the following penalties: first offense, suspension of shop operations for a
month; seconf offense, revocation of business permit; and third offense,
permanent closure of computer shop and non-issurance of business permit.
Paredes said the barangay resolution was crafted “out of love” for their
young whose lives “are being ruined by Dota”. He added that the game was
forcing students to cut class, say profane words and neglect their studies.
“Sa aking mga kababayan, ginawa po natin itong barangay resolution dahil
naniniwala kami na ito ang tama para sa mga kabatan,” said paredes in his
Facebook account. (My friends, we passed this village resolution because
we elieve that it is what’s right for our young.) “Mahal namin ang ating mga
kabataan at hindi kami papayag na masira ang kanilang kinabukasan,” he
added. (We love our young and we will not allow their futures to get ruined.)
The village chief said they decided to ban Dota after two teenager were
stabbed to death in their barangay over differences that supposedly
stemmed from playing the game. The latest stabbing incident happened last
November, he said. According to Paredes, barangay officials consulted with
the owners of 30 computer shopd in their village and 29 of them agreed
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with the measure. Paredes said the shop owners admitted that they could
not contain the “violent” demeanor of teenage Dota players. The Salawag
barangay captain claimed that the resolution had been positively received
by thankful parents and school administrator. Asked about the village
council’s next move, Paredes said they would be endorsing a city-wide ban
of Dota to the Sanggunian Panlungsod of Dasmariñas. “Mga next month
po, mailalabas na po namin ‘yung ordinance and hopefully, maipasa na sa
Sangguniang Panglungsod,” he said. (By next month, we will release the
ordinance and hopefully, it could be endorsed to the City Council.
According to Philippine Communications Today by Maslog C. of
1998, one social problem that has been observed is that the Internet cafe
observed is that the Internet cafe has become mainly game centers. About
one-half to m two-thirds of the computer in a typical Internet cafe,
according to one study, are devoted to games (violent and gory games).
The use of the remaining computers was roughly split between browsing,
email, online chat, word processing and research. The Internet cafes have
become not just game centers. They are becoming centres of addiction
among the youth, mostly boys, including elementary school pupils.
According to one concerned Internet cafe entrepreneur, "Internet cafes are
seducing youths to a new form of addiction, one which may not destroy
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their bodies as drugs do, but, which is certainly twisting their minds. To the
young, play is reality and reality is play".
Based on the facts of Justin Visda, Heinson Tan and Bryan
Yaranon, online games are hard to resist, particularly if it's only around our
environment. Students find it happy and enjoyable and they eventually
forget their tasks and problems, but it does a bad effect to them, which is
called addiction. According to them, addiction is too much playing, and it
cannot be resisted because most of the youth tells that they are bored with
their everyday lives, especially to their studies. That's why online games is
addictive and it gives them enjoyment.
According to the research conducted by Zhang (2007) and Zhuo
(2007) on online game addiction, the physical symptoms of Internet and
online game addiction were were cervical spondylosis, neurasthenia and
insomnia. Cervical spondylosis is a spinal injury caused by having the
same sitting position for hours while playing games. On the other hand,
Neurasthenia is a psychological disorder marked especially by easy
fatigability and often by lack of motivation, feelings of inadequacy, and
psychosomatic symptoms. It results from when players engage in hours
and hours of game playing with no virtually sleep intervals in between.
This causes sleep sensitivity and disorders which induce addicted players
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to wake up several times during the night and as such this leads them
suffering from insomnia which can cause mental anxiety and eventually
result in nervous breakdowns and general tiredness.
In cebu, online game addiction is also becoming an issue. In one of
the episode of I-Wtiness, Kara David was able to interview youngsters
namely Doc, Mark and Ice who resort to illegal activities just to fund their
addiction to online gaming. Doc, Mark and Ice are part of a young
generation spending a lot of their time on computer games. Some of them
undergo illegal activities to fund their vices and they can go on gaming for
24-hours without any sleep. 22-year-old Doc is a scavenger and vagrant,
but once he gets his money out of collecting garbage, he goes to his
favorite Internet shop to play. Mark, 20, is an out of school youth. He lost
his investment money and stole from his mother to pay for his Internet
rentals. Fourteen-year-old Ice says he gets his money from homosexuals
in exchange for sexual favors. In one of the article of PhilStar which is
“Battle on Vs Kids’ online games addiction”, Samuel Pagdilao (Police
Criminal Investigation and Detection Group (CIDG) director Chief
Superintendent) stressed the need for measures to protect children from
being hooked on online computer games. He said many children spend
hours in a computer shop playing online games.
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According to Bachhuber and Saulnier (2012), playing online games
is an effective way of enhancing a student’s reading comprehension.
Through formative testing, they found out that online games can help a
student improve his/her grammar, vocabulary and comprehension
because they can have an interactive way to learn English or any other
language.
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SYNTHESIS OF THE STATE-OF-THE-ART
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DEFINITION OF TERMS
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CHAPTER 3
RESEARCH DESIGN
This chapter is a representation of the research design,
methodology, sampling design, data gathering procedures and statistical
tools that will be used in the study.
METHODOLOGY
This study use descriptive survey . The descriptive research design
can use a wide variety of quantitative method to investigate one or more
variables. Since the expected output is to provide baseline information
regarding the academic performance of Multiplayer Online Battle Arena
(MOBA) gamers. The researchers of the study also use purposive
sampling technique. The purposive sampling t4echnique is a type of non-
probability sampling that is most effective when one needs to study a
certain cultural domain with knowledgeable experts within, it is used to
determine the respondents of the research which consist of 30 identified
MOBA gamers and 30 identified non-MOBA gamers student that are
currently enrolled in Senior Highschool in St. Uriel Academy of Taguig
City, Inc. For the school year of 2019-2020.
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Instrument
The researchers will use survey questionnaires as the main
instrument of the study to determine the impacts of Multiplayer Online
Battle Arena (MOBA) among the Senior Highschool Students of St. Uriel
Academy of Taguig City. The designed questions focused on the gamers
and non MOBA gamers and its effect on the academic performance of the
students.
Sampling Design
This Quantitative Research design aims to gather information on
regarding to profile of the respondents the MOBA games they usually
played their length of engagement in MOBA gaming place where MOBA
gamer usually play MOBA games, the time of the day they usually played
MOBA games, the frequency of the playing MOBA games in a week. And
to determine the academic performance. Data gathered are carefully
analyzed: Conclusion and Recommendation where made and eventually
the baseline regarding the academic performance of the St. Uriel
Academy of Taguig City, Inc. students was produced.
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Data Gathering Tools
This study aims to know if there is an impact in playing MOBA
games in the students’ academic performance to the Senior High School
Students of St. Uriel Academy of Taguig City. A letter for approval was
then prepared in distributing the survey-questionnaires to the Senior High
School Students. The researchers clearly explained all the directions to
the respondents to ensure the understanding and correctness of their
responses.
Statistical Treatment
Mean formula:
∑𝑓(𝑥)
𝑥̅ = ,
𝑁
Where 𝑥̅ is the mean; ∑𝑓(𝑥) is the total scores of the students; and N is
the total number of students.
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Standard Deviation:
Sd= √∑𝑓(𝑥 − 𝑥̅ )
∑𝑓
Formula for the percentage:
𝑥̅
P= × 100,
𝑌
Where P is the percentage; and y is the total number of items.
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CHAPTER 4
The Academic Performance of Senior Highschool Multi Player Online
Battle Arena (M.O.B.A) Players of St. Uriel Academy of Taguig City
This chapter discusses the data analysis and interpretation of data
from 60 respondents from the selected Senior Highschool students of St.
Uriel Academy of Taguig City. The researchers gave them a
questionnaires that was completed by gamer and non-gamer students.
This chapter also includes the hypothesis and decision rule for this study.
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Data Analysis and Interpretation
GAMER
TABLE 1: Demographic profile of the Respondent (Gamer)
Gender Total %
Female 8 26.67
Male 22 73.33
Age
15-16 10 33.33
17-18 19 63.33
19 above 1 3.33
Grade Level
Grade 11 16 53.33
Grade 12 14 46.67
The table 1 shows the profile of the respondents, most of the
respondents are male with the percentage of 73.33 and female with the
percentage of 26.67. 17-18 years old of the respondents got the highest
percentage (63.33) that play MOBA games and 19 above got thel lowest
percentage (3.33%). When it comes to grade level, Grade 11 students got
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the highest percentage which is 53.33% while Grade 12 students got the
lowest percentage which is 46.67%.
TABLE 2: Frequency of playing MOBA games per week
DAYS TOTAL %
1-2 6 20
3-4 5 16.67
5-6 3 10
Everyday 16 53.33
The table 2 shows that most of the respondents play Multiplayer
Online Battle (MOBA) everyday and least of the respondents play 5-6
days in a week.
TABLE 3: Average time span of playing MOBA games
HOURS TOTAL %
1-2 14 46.67
3-4 10 33.33
5-6 3 10
7 and above 3 10
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The table 3 shows how long did the respondents play MOBA every
day. Most of the respondents say that they play MOBA games every 1-2
hours in a day, while 5-6 hours and 7 and above got the same percentage.
TABLE 4: KINDS OF MULTIPLAYER ONLINE BATTLE ARENA THE
STUDENTS USUALLY PLAY (ALWAYS)
GAMES ALWAYS %
DOTA 2 3 10
LOL 6 20
ML 22 73.33
AoV 0 0
The table 4 shows that Mobile Legends got atleast 70% which is
the most played by the respondents, next was LOL who got 20% and the
DOTA 2 with 10%. While none of the respondents played AoV.
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TABLE 5: KINDS OF MULTIPLAYER ONLINE BATTLE ARENA THE
STUDENTS USUALLY PLAY (SOMETIMES)
GAMES SOMETIMES %
DOTA 2 5 16.67
LOL 7 23.33
ML 7 23.33
AoV 5 16.67
The table 5 shows that most of the respondents sometimes play
LOL and ML while least of the respondents sometimes play DOTA 2 and
AoV.
TABLE 6: KINDS OF MULTIPLAYER ONLINE BATTLE ARENA THE
STUDENTS USUALLY PLAY (NEVER)
GAMES NEVER %
DOTA 2 16 53.33
LOL 10 33.33
ML 0 0
AoV 13 43.33
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The table 6 shows that most of the respondents never play DOTA
2 and none of the respondents say that they never play ML, means they
usually play Mobile Legends.
TABLE 7: Number of hours spent for studying
HOURS TOTAL %
1-2 21 70
3-4 5 16.67
5-6 3 10
The table 7 shows that most of the respondents study at home in
1-2 hours only while least of the respondents study at their home 5-6
hours.
TABLE 8: Frequency of absences in class
TOTAL %
ALWAYS 2 6.67
SOMETIMES 5 16.67
NEVER 28 93.33
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The table 8 shows that most of the respondents are always present
in their class eventhough they are playing MOBA games and least of the
respondents choose to play MOBA games rather than to participate in the
class.
TABLE 9: Class participation of the Respondents
TOTAL %
ALWAYS 15 50
SOMETIMES 14 46.67
NEVER 1 3.33
The table 9 shows that most of the respondents are always
participating their class eventhough they are playing MOBA games and
only one of the respondents say that he/she never participate in their
class.
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TABLE 10: How MOBA games affect their emotions after playing
(Always answered Yes)
YES CHOICES: 26
ALWAYS %
ANNOYED 7 23.33
LOSS OF APPETITE 2 6.67
GUILTY 4 13.33
LONELY 3 10
DISSAPOINTED 7 23.33
This table 10 shows that most of the respondents are always
disappointed and annoyed whenever they are defeated in a game and
least of the respondents say that they loss their appetite.
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TABLE 11: How MOBA games affect their emotions after playing
(Sometimes answered Yes)
SOMETIMES %
ANNOYED 11 36.67
LOSS OF APPETITE 6 20
GUILTY 9 30
LONELY 9 30
DISSAPOINTED 9 30
This table11 shows that most of the respondents sometimes feel
annoyed whenever they are defeated in a game while some respondents
feel guilty, lonely and disappointed and least of the respondents loss their
appetite.
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TABLE 12: How MOBA games affect their emotions after playing
(Never answered Yes)
NEVER %
ANNOYED 4 13.33
LOSS OF APPETITE 13 43.33
GUILTY 8 26.67
LONELY 9 30
DISSAPOINTED 6 20
This tables12 shows that most of the respondents never loss their
appetite whenever they are defeated while least of the respondents say
that they never feel annoyed whenever they are defeated in a game.
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TABLE 13: How MOBA games affect their emotions after playing
(Always answered No)
NO CHOICES: 4
ALWAYS %
IT WAS JUST A GAME 8 26.67
BETTER LUCK NEXT 5 16.67
TIME
I CAMN PLAY 6 20
ANOTHER GAME
I DID A NICE 4 13.33
GAME,BUT MY
TEAMMATES
DOESN’T
OTHER 0 0
The table 13 above shows that being defeated and success in a
game didn’t affect their mood and daily life because most of the
respondents always say that it was just a game and least of them says
that they did a nice game, but their teammate doesn’t.
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TABLE 14: How MOBA games affect their emotions after playing
(Sometimes answered No)
SOMETIMES %
IT WAS JUST A GAME 3 10
BETTER LUCK NEXT 5 16.67
TIME
I CAMN PLAY 3 10
ANOTHER GAME
I DID A NICE 5 16.67
GAME,BUT MY
TEAMMATES
DOESN’T
OTHER 1 3.33
The table14 above shows that being defeated and success in a
game didn’t affect their mood and daily life because most of the
respondents sometimes say better luck next time and they did a nice
game, but their teammates doesn’t while least of the respondents
sometimes say that it was just a game and they can play another game.
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TABLE 15: How MOBA games affect their emotions after playing
(Never answered No)
NEVER %
IT WAS JUST A GAME 0 0
BETTER LUCK NEXT 0 0
TIME
I CAMN PLAY 0 0
ANOTHER GAME
I DID A NICE 0 0
GAME,BUT MY
TEAMMATES
DOESN’T
OTHER 0 0
This table 15 shows that they never feel anything whenever they
are defeated and succeed in a game.
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TABLE 16: Daily allowance of the Respondents
PESOS TOTAL %
20-50 15 50
60-80 8 26.67
90 and above 7 23.33
The table 16 shows that most of the respondents have 20-50 daily
allowance while least of them has 90 and above.
TABLE 17: Average amount of money they spent for playing
MULTI-MONEY AVE. TOTAL %
10-20 11 36.67
30-60 14 46.67
70-100 7 23.33
The table 17 shows that most of the respondents spent 30-60
pesos in playing MOBA games while least of the respondents spent 70-
100 pesos in playing MOBA games.
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TABLE 18: Devices they used in playing
DEVICES TOTAL %
Smartphone 26 86.67
Computer 7 23.33
Laptop 0 0
The table 18 shows that smartphone are the most used device by
the respondents in playing MOBA games while laptop never use by the
respondents.
TABLE 19: Grade point average or equivalent grading system of the
MOBA players
AVERAGE TOTAL %
65-70 0 0
75-80 12 40
85-90 17 56.67
90-95 1 3.33
The table 19 shows that current gade point of the respondents will
be 85-90 and the least of the respondents got the 90-95 grade point in
their grading system.
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TABLE 20: Different reason of gamers in playing
TOTAL %
Interesting 12 49
It is trending 5 16.67
Because my friend was 7 23.33
playing it too
I feel comfortable when 14 46.67
I’m playing it
The table 20 show that most the respondents got attracted in
playing MOBA games because they feel comfortable when they playing it
while the least of the respondents got attracted because it is trending.
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NON GAMER
TABLE 21: Demographic profile of the Respondent (Non-Gamer)
Gender Total %
Female 25 83.33
Male 5 16.67
Age
15-16 10 33.33
17-18 19 63.33
19 above 1 3.33
Grade Level
Grade 11 24 80
Grade 12 6 20
The table 21 show the profile of th;e non gamer, there are more
female non gamers than male. And most of the non gamer start in the age
of 17-18 years old and the least of it is 19 years old and above. The most
non gamer is Grade 11 and the least of it is Grade 12.
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TABLE 22: Class participation of Non-Gamers
TOTAL %
ALWAYS 15 50
SOMETIMES 14 46.67
NEVER 1 3.33
The table 22 show that the most of the non MOBA gamers are
more often to engage in studying their lessons. But some of the non
MOBA gamers don’t really always engage in studying maybe they have
other chores ang other leisure activities, while there are also non MOBA
gamers who don’t really engage on studying their lessons in school.
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TABLE 23: Grade point average or equivalent grading system of the
non-gamers
AVERAGE TOTAL %
65-70 0 0
75-80 5 16.67
85-90 24 80
90-95 1 3.33
The table 23 shows that the average 85-90 is the highest of the
non gamers and the lowest average is 75-80. It shows that non gamers
are achieving the highest average because of not playing online games
and there is no other distracting to them
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TABLE 24: Reasons of not playing MOBA of the non-gamers
TOTAL %
STUDY FIRST 9 30
BECAUSE I’AM 3 10
PLAYING OTHER
GAMES
I DON’T HAVE 2 6.67
PHONES
I DON’T HAVE TIME 8 26.67
FOR THAT KIND OF
MATTER
I DON’T HAVE 3 10
BUDGET FOR THAT
KIND OF THING
TOO BUSY TO PLAY 4 13.33
OTHERS 5 16.67
The table 24 show the reason why non gamer respondents choose
not to play MOBA games because they need to study first with the
percentage of 30% instead of playing games and the least of it choose not
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to play MOBA games because they don’t have phones with the
percentage of 6.67%.
TABLE 25: Reasons non-gamers for not playing frequently
TOTAL %
TOO EXPENSIVE 2 6.67
NO INTEREST 21 70
TOO BUSY 6 20
OTHER 2 6.67
The table 25 show that the most non gamer respondents don’t play
frequently because they don’t have interest to play MOBA games with the
percentage of 70% while the least of it says that it’s (6.67%)
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Orchid St. Samama II Napindan Taguig CIty
TABLE 26: Someone who push them in playing MOBA games
TOTAL %
FAMILY 3 10
FRIENDS 24 80
OTHER 4 13.33
The table 26 show how non gamers are being pushed by Family,
friendsand others. 80% of non-gamers (24) respondents are being pushed
by thier player friends to play games while 13.33% of this are being invited
by others and only a smalll percentage are dragged by their family.
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ST. URIEL ACADEMY OF TAGUIG CITY
Orchid St. Samama II Napindan Taguig CIty
TABLE 27: Reasons of seeking enjoyment by not playing MOBA
games
TOTAL %
WATCHING 23 76.67
MOVIE/SERIES
PHYSICAL 5 16.67
ACTIVITIES
OUTDOOR 5 16.67
ACTIVITIES
OTHER 2 6.67
The table 27 shows how non-gamers spend their leisure time
though they don’t plau M.O.B.A games. 76.67% of the respondents spend
their free time watching movies/series. That 23 out of 30 respondents .
16.67 of them does physical Activities and also 16.67 percent does
outdoor activities and only 6.67% choose others to spend their liesure
time.
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ST. URIEL ACADEMY OF TAGUIG CITY
Orchid St. Samama II Napindan Taguig CIty
TABLE 28: Possible effect of MOBA games that you don’t want to
adopt when you try playing it.
EFFECT TOTAL %
LATE TIME OF NAP 9 30
ADDICTIVE 22 73.33
LATE TIME OF MEAL 5 16.67
IRRITATED 4 13.33
OTHER 1 3.33
The table 28 show what the possible effect of MOBA games that
non MOBA gamers don’t want to adopt when they’re try to play it because
they become addicted who got 73.33% and the least of it says that they
become irritated with the tottal of 13.33%.
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TABLE 29: Advantage of not playing
ADVANTAGE TOTAL %
MORE FOCUSED ON 16 53.33
STUDIES
MORE TIME TO 14 46.67
BOND WITH FAMILY
AND FRIENDS
PERFECT AND 5 16.67
ENOUGH TIME TO
SLEEP
HAS TIME TO DO 4 13.33
OUTDOOR/INDOOR
ACTIVITIES
OTHER 1 3.33
The table 29 shows that non-gamers got the highest that more
focused on studies is the advantages of not playing online games and the
lowest is other. Non gamers will be focused on their studies and to give
more time to their family because of they not playing online games.
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ST. URIEL ACADEMY OF TAGUIG CITY
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TABLE 30: Reason of non-gamers not to be hooked on online games
of this modern world
TOTAL %
FAMILY BOND 14 46.67
SPENDING TIME IN 11 36.67
PHYSICAL
ACTIVITIES
GOING OUTSIDE 5 16.67
OTHER 2 6.67
The table 30 shows the reason anf activities that non MOBA
gamers do rather than playing 46.67% percent of the respondents chose
to spend their time with their family. While there are 36.67% of
respondents who spend their time on Physical Activities. Aside from
spending their time in their family and Physical Activities, 16.67% of the
respondents chose to go outside and do other activities. While the 6.67%
of the respondents do other things rather than to play.
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ST. URIEL ACADEMY OF TAGUIG CITY
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TABLE 31: Possible way or action plan to control the addiction in
playing MOBA games
TOTAL %
SPENDING MORE 9 30
TIME WITH FAMILY
FOCUS MORE ON 17 56.67
YOUR STUDIES
SPENDING TIME IN 4 13.33
PHYSICAL
ACTIVITIES
GOING OUT WITH 9 30
FRIENDS
The table 31 show the possible solution of the students who are
addicted in MOBA games. 56.67% of the respondents suggested that
MOBA gamers should focus more on their studies while 30% of the
respondents says that students should spend more time/ family and
friends. While 13% of the respondents suggested that spending time in
physical activities is one of the best solution that more of the students do
rather than to play.
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HYPOTHESIS
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DECISION RULE
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CHAPTER 5
SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATION
In this chapter included the summary of findings, conclusions and
recommendations of data. Where it shows the information that can be a
solution for the successful study.
SUMMARY OF FINDINGS
The Researchers found out that the activities done by the students
CONCLUSION
After the study We conducted, the result of the data we gathered
yield and lead us to this conclusions:
The academic performance of M.O.B.A gamers are not greatly
afffected by playing M.O.B.A games.
The activities they do with their pleasure time doesn’t greatly affect
their overall academic performance as a Senior Highschool
students.
As an addition, to solidify the said conclusion or the result
above, the Researchers had some point of reference that serves as
the base line to further prove and elaborate that there is no
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significant effect in the academic performance of Senior Highschool
while playing MOBA games.
RECOMMENDATION
After a careful and throrough evaluations of the results of the
research conducted, the following recommendations are hereby given:
Student should know their limitations in playing M.O.B.A games.
Students should know the consequences that they might get from
too much playing M.O.B.A games.
Students should know that M.O.B.A games not just for fun but it
could also give them the laerning that they may apply in their lives.
Parents must guide them on choosing the most appropriate activity
that their children should do aside from studying.
Parents must know how to limit their children in playing M.O.B.A
games.
Teahers should guide their students to manage their time properly.