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Practical Research (Pardilanan)

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Rejane Abajon
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0% found this document useful (0 votes)
49 views4 pages

Practical Research (Pardilanan)

Uploaded by

Rejane Abajon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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According to John Bryan Casiano et al,.

(2019) entitled "Auditory Edge:Improvement in Player


Performance in a Multiplayer Online Battle Arena Game" A player’s performance in Multiplayer Online
Battle Arena (MOBA) game hinge on avariety of factors, some of which are visual and auditory features
of a game. In thecontext of the of MOBA game, gaming experts or researchers can attest to the
negligenceof the use of audio that can hinder the improvement of the player’s performance. To
solvethis trend, furnishing additional knowledge must be performed to promote enlightenmentand
enhancement to maximize the capabilities of the player. Consequently, thisqualitative study aims to
understand the connection of the improvement of player’s performance in the multiplayer online battle
arena game to audio.

According to Dewi Christa Kobis et al., (2020), entitled "Students’ perceptions onMobile Legends: Bang
Bang (MLBB) as medium to learn English” This study aims toknow students’ perceptions on the role of
Mobile Legends: Bang-Bang (MLBB) as themedium to learn English. This study explores MLBB as a
possible training center whereall skills which are necessary to learn English such as vocabulary, listening,
reading,writing and speaking had been learned through the process of playing the game.

According to Layli Triana and Nanang Martono (2021) entitled "The Relationship between Social Status
and Students Consumptive Behaviour" Online games are one of the most common types of modern
games. Online games are games that can be accessed by internet-connected and are played on
computers, laptops, cellphones, and other devices. Mobile Legends: Bang Bang (MLBB) is the most
popular online games inIndonesia. Playing mobile legends online games can have an impact on
consumptive behavior among college students.

According to Khefti Al Mawalia (2020), entitled "The impact of the MobileLegend game in creating
virtual reality" This study aims to explore technologicaldevelopments that people are interested in,
namely the phenomenon of the emergence of the online game Mobile Legend. Mobile Legend has
succeeded in making Indonesiansinterested because of its avatar, message feature, and buying and
selling of onlinecharacters in one application. The evolution of online games from PC to
Smartphonemakes it easier for gamers to play games anywhere and anytime. Not infrequently, theycan
spend up to 6 hours a day looking for internet network access.

lAccording to Olipas et al,. (2020) entitled “The Extent of Engagement to Social Networking Sites, the
Impact of Playing Mobile Games, and the Students LearningExperiences: An Assessment” This study
aimed at evaluating the extent of theengagement to social networking sites, the impact of playing
mobile games and thedegree of learning experiences among the first year Bachelor of Science in
InformationTechnology (BSIT) students in a State University in Central Luzon, Philippines to provide a
basis for designing intervention programs and improving the existing programsand activities of the
college. It utilized a mixed method of research, employing

adescriptive design to describe the evaluation made by the Information Technology (IT)students as the
respondents of this study. A total number of 500 first year students participated in this study during the
Academic Year 2019-2020 by answering a self-madesurvey questionnaire which passed the content and
reliability analysis made by theresearchers. Results show that there is a large extent of engagement to
social networkingsites among IT students. The positive and negative impacts of playing mobile games
wereidentified and evaluated, and the degree of learning experiences show that IT studentsfrequently
and actively engaged, participated, attended, and involved in differentactivities essential for their
holistic development.

According to John Bryan Casiano et al,. (2019) entitled “Auditory Edge:Improvement in Player
Performance in a Multiplayer Online Battle Arena Game” Thefindings of the study revealed that the use
of audio while playing Mobile Legends had asignificant effect in the overall experience and immersion of
the player thus enhancingthe skills and improving the performance of the players. The result fosters the
idea that players of MOBA games should consider more profoundly how great the edge of auditory
features in improving the performance of players. It recommends that the resultsserve as a basis for
further research with the parallel field of study. Technology isrampantly changing and constantly
evolving in order to cater to the needs of thegeneration. At present, the younger generation is using
technology as a form of way toremove stress through mobile gaming. In the context of the Philippines,
the most popular mobile game at present is the Mobile Legends produced by Moontoon.

According to Adil Dananjaya and Dyah Kusumastuti (2019), entitled "Students' perception on online
game Mobile Legends for Vocabulary Development" this study gota positive result with 74%, therefore
can be categorized as positive perception based onLikert’s scale. Moreover, it was supported by the
interview result where the intervieweesagreed that their vocabulary knowledge is expanding when
playing Mobile Legends.Most of questionnaire and interview respondents were claiming that through
playinggames, Mobile Legends as one of them could increase their vocabulary knowledge,related to the
spelling of new words they found from the game, the pronunciation, theuse, and obviously the meaning
in Indonesian. The reasons of that claiming were firstfrom the game itself, where as an online
multiplayer game it obviously makes the player,especially from Indonesia, to interact with foreign player
and with it be exposed withforeign players’ mother language, where it is most an English speaker, and
the secondreason was from their personal thought that drove them to understand English more inorder
to understand the game’s system and to communicate well with other player fromoverseas to achieve
victory since the game is rely on team communication.

Mobile Legends is a multiplayer online battle arena (MOBA) developed, published and released in 2016
by Shanghai Moonton Technology, which is based in Kuala Lumpur, Malaysia. The game has reportedly
accumulated 500 million downloads and 75 million active players where the Southeast Asia accounts the
large portion of its popularity (Chua, 2019).

It has been found in the studies of (Dananjaya & Kusumastuti, 2019) Students’ Perception on Online
Game Mobile Legends for Vocabulary Development, that playing Mobile Legends could increase the
students’ vocabulary, spelling, pronunciation, and translation of new found words being heard while
engaging in the said game. Similarly, they exclaimed that playing ML is a great tool in developing their
communication skills for they would have to communicate well with foreign players in order to
understand the game’s system and to achieve victory since the game relies on teamwork.

However based on the studies conducted by several researchers, playing mobile legends poses various
negative effects among players such as: harm the interaction process in the real world that makes them
passive and dependent on the game Mawalia (2020); get addicted and had a lot of self- changes since
starting and continuing to play and joining the community of Mobile Legends; Sunarto et al (2019);
affect the mental health and academic performance among students Aviso et al (2020), and worst case
scenario, it can lead to death

Elizabeth Scott, MS (2019) in her article "The Link Between Video Games and Stress Relief” tackles about
the video games effects to teens these days. As per her study, playing video games can affect a teen in
two ways which is positive and negative. Most gamers report that playing video games even the violent
ones is a way to relieve stress and they're enjoying playing with their friends. However, much of the
research that have been conducted on video games comes with the presumption that playing video
games gives stress or even psychologically harmful to people. This literature is fitting with the present
study for it directly mentions the effects of playing online games to the stress of the teens and the role
of video/mobile gaming to the students and teens.

DIWA (2019) revealed that the popularity of gamers in the Philippines increased over the decade and
mobile games has a great influence with the boom of smartphones and tablet in recent years. With
these, there’s easier access for the children to be involve in mobile games and recent studies say that
there are lasting positive impacts developing certain skills in students and improve their problem solving
abilities, communication skills, interest in studying to program games and helps students cope with
stress. This article is related in the present study because it shows that video games help students cope
with stress. The better the games the faster the overall recovery from stress, it also helped players
become involve in metal health problems and hostile in high stress development.

In Contrast, Lisad Cornella (2019, 2 24) state that mobile legends game review Massively multiplayer
online Video Games (mmos). Mobile legends is a 5v5 moba for handheld devices that offers a variety of
playable heroes, game modes, and intense, fastpaced gameplay. With controls optimized for
touchscreen devices, players can quickly get set up to play a match against other players in real time.
This states have the same perspective of the author above, it consists 5 players in each team. The player
can play able heroes, modes and can quickly get set up as fast as you can and also use the most effective
or make the best for your team.

Meanwhile, the study of Rahayu (2020) revealed that the academic performance of the grade 11
students particularly in writing skills has significantly increased which means that the use of mobile
legend as a learning medium can improve student learning outcomes in the procedure text. Similarly,
the use of gamification elements indirectly affected the academic achievement due to their positive
effects on engagement in the classroom (Çakıroğlu, et.al

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