THE EFFECTS OF MOBILE GAME ADDICTION IN SENIOR HIGH SCHOOL
STUDENTS OF GLOBAL TECHNICAL SCHOOL OF ZAMBOANGA
A Research Proposal Presented
By;
Galvezo, Hanah Vanessa S.
Guanzon, Razzel Mae A.
Maaw, Joan A.
Macapagal, Ely Mae Caine B.
Medina, Jessica B.
Pantaria, Shevanie
Ramos, Lorenz H.
Research Paper Submitted to the Global Technical School of Zamboanga City Inc. In
Partial Fulfillment of the Requirement for
Practical Research I
GAS/ABM , 2019
Rowena Pilar F. Laureano
Course Instructor
Significance of the Study
This study is important for several reasons. In reviewing the literature on the
effects of mobile games addiction among Senior high school students of Global
Technical School of Zamboanga here in Zamboanga City, the researchers found a lack of
research about the Effects of mobile game addiction to senior high school students
specifically among adolescence. Understanding and knowing the root of the effects of
mobile games addiction will help adolescence minimize the thought of rendering their
time to online mobile games. Also, knowing the demographic profile of these students
will help the researchers and the people around these students to understand them and
will be able to extend help in any way possible. It will also help to develop a preventive
program.
Statement of the Problem
The study aims to determine the effects of mobile game addiction in
Senior High School of GTSZ. Inc. Specifically, it sought to answer the ff. questions.
1. Have you ever played/downloaded a game app?
2. Do you think mobile game can affect your study?
3. While playing mobile game can you still eat in a right time?
4. Can you still do your responsibility as a student?
5. Are you willing to uninstall your mobile game?
6. Can you still sleep in a right time?
7. Can you still do your household chores?
8. If you are playing mobile game can you still do and manage your homework or
assignments?
9. Does a mobile game help you to achieve your financial needs?
10. Does a mobile game affect your academic performance in school?
11. How much time do you spend in gaming?
12. What game(s) do you commonly play?
CHAPTER 4
Research Design and Methods
This research utilizes a case study design. Case study research excels at binging
us to an understanding of complex issue or objects and can extend experience or add
strength to what is already known through previous research. Case study emphasizes
detailed contextual analysis of a limited number of events or conditions and their
relationships. We utilized a descriptive qualitative approach to examine contemporary
real-life situations and provide the basis for the application of ideas and extension of
method. The researchers conducted a case study on the students of Global Technical
School of Zamboanga City Inc. By means of questionnaires, the researchers will be able
to determine the effects of mobile games in senior high school amongst the samples.
Locale of The Study
This study will be conducted in Global Technical School of Zamboanga City Inc.
It will be done during the academic school year school year 2019-2020.
Participants
For the data needed to answer the research problem, the researchers selected (15)
respondents for the study. The respondents of the study must be: male and female and are
students. The participants of this study are bona fide students of Global Technical School
of Zamboanga City Inc. Particularly the Senior High School Students enrolled in
semester 2019 - 2020.
Sampling Method
In selecting the respondents, the researchers used the purposive sampling. A
purposive sampling is a non-probability sample that is selected based on characteristics of
population and the objective of the study. Purposive sampling is also known as
judgmental, selective, or subjective sampling. This type of sampling can be very useful in
a situation when you need to reach a targeted sample quickly, and where sampling for
proportionality is not the main concern. It is a non -random selection of participation on
purpose. The participants will be chosen according to the criteria.
Data Analysis Process
The data will be analyze using Frequency Distribution.
Ethics and Human Subjects and Data Management Issues
The purpose of this research was to study the effects of mobile games
addiction among Senior high school students in Global Technical School of Zamboanga
City. Purposive method was used to select for the study. The researchers gave a consent
forms to them for the purpose of asking their permission to participate in the study. The
participants must answer a structured questionnaires.
CHAPTER 5
Data Results and Findings
The result of this study is significant to the following group of students.
This study may give information to the students about how online gaming affects
the life of a students.
This study may serve as the way to the teachers to determine the students who are
addicted to online games so they can help the students to avoid being addicted to online
games.
This study is significant to the family because it may help them to know if their
children are addicted to online games.
It would help the future researchers that are interested in this study. It will serve
as their basis and their background about their research.
Statistical Treatment
To fully analyze and interpret the data collected from the questionnaires, this
study will use the statistical treatment, wherein this will determine the total counts and
distribution of the answers of the respondents.
Crossfire 1 2 1 4
Clash of
1 3 4
Clans
Minecraft 2 3 1 6
Word
3 1 4 8
Scape
OTHERS:
Candy Crush (1) Billiard (1) Chef Time (1) Farmers (1)
Interpretation from table 1.3.
In this table, it shows that among the 15 respondents, the most game that is
being played is Mobile Legends with a total of 12, followed by Rules of Survival and
Counter Strike with a total of 9 and followed by Word Scape with a total of 8 and
followed by Minecraft with a total of 6 and other games with a total of 4 followed by
League of Legends with a total of 2 and other games which is The Candy Crush, Billiard,
Chef Time, and Farmers with a total of 1. In this table, it shows also that ICT students
tend to play more online games followed by GAS, and TVL-HE respectively.
friends, lack sleep and lack compliance in school requirements, based from the collected
data.
All in all, gaming addiction affect gamers negatively. Though, gaming just in
itself doesn’t affect much negatively, but positively. The causes of gaming are just based
on how they use gaming: too much gaming, negative; enough time of gaming, positive.
Recommendation
With the outcome of the study, the researchers recommend the following:
For future studies like this:
a. The sample size is recommended to be larger to scope the gamers outside of
school and the gamers of different age groups.
b. The future researchers are recommended to seek the deeper effects of gaming
addiction. This is to give more light to others that gaming addiction can cause
such negative or positive effect.
For future studies that are related to this:
a. The future researchers are recommended to give more attention to the reasons
why gaming is addictive. With more specific points like game design, game
advertising, music design, etc. Since gaming addiction can come from the
game itself as proved in the study.
b. The future researchers are recommended to conduct interviews to gamers that
are considering themselves to be addicted to gaming. With these
recommendations to be considered of the future researchers, it can help the
future studies greatly and help the awareness of others to gaming addiction
with its causes and effects to students and gamers.
CHAPTER 8
References
1. Electronic Gaming and Psychosocial Adjustment
http://pediatrics.aappublications.org/content/pediatrics/early/2014/07/29/peds.201
3-4021.full.pdf
2. The Culture of DOTA in the Philippines (revised) | J Franco Ray
http://www.academia.edu/22222828/The_Culture_of_DOTA_in_the_Philippines_
revised
3. Philippines PNP-CIDG: Addiction to Online Gaming is a Disease
http://gameshogun.ws/philippines-pnp-cidg-online-gaming-is-a-disease/
4. Weekly Gaming Update – Game Con PH And Gaming Addiction Disorder
https://pinoygamer.ph/threads/weekly-gaming-update-gamecon-ph-and-gaming-
addiction-disorder.4340/
5. Kids on Computer Game Addiction in the Philippines