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Impact of Mobile Legend

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2K views20 pages

Impact of Mobile Legend

Uploaded by

muhajannagani
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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1

INTRODUCTION

The development of the growing technology makes everyone

easy to communicate,especially the easy of using internet is one of the

reason we can communicate with others in the online space quickly

and can be done everywhere availability of tools. Through this also we

can play and invite other people to play some online games. Teens

addicted to online games tend to be less enthusiastic about doing

other activities, feeling restless when they cannot play online games

(Jannah et al, 2015). Adolescent who frequently access internet

networks generally have difficulty socializing in the real world. An

indifferent attitude, not having the desire to mingle with society are

the visible characteristics of adolescents addicted to online games

(Sandy & Hidayat, 2019)

The findings of this study highlight the inherent complexities of

educational video game usage, performance gaps, and bridges. In this

context performance gaps are obstacle that pose challenges for game

using teachers, technology provided regal benefits to learning it comes

with adverse effects to academic integrity in the form of sports. On the

other hand, there is no existing study being conducted to Pikit

Cotabato specifically in Noorul Eilm Academy Foundation Incorporated


2

(NEAFI),therefore this is an evident to conduct the study with regards

to this phenomenon.

This phenomenon of playing online games among teenagers is fun,

challenging, eliminate boredom and make user curios. It impacts the

user to play continuously. Based on this, online games user in

Indonesia for products from lyto have reached 6 million users

(Syahran, 2015). Teenagers are pretty frequent and more prone to

online game addiction than adults. Adolescence like this is in an

instability phase, tends to get caught up in things that are considered

new (Jordan and Andersen, 2017).

Despite the increasing prevalence of studies on mobile gaming

addiction among various age groups, there remains a gap in

understanding the specific dynamics and implications of mobile legend

addiction among senior high school students. While existing literature

often focuses on general gaming addiction or encompasses broader

age ranges, there is a lack of in-depth exploration into the unique

factors contributing to mobile legend addiction specifically among

senior high school students. Furthermore, there is limited research

addressing the cognitive and psychological aspects of mobile legend

addiction among this particularly in relation to their academic

performance and overall well-being. Therefore, a comprehensive


3

phenomenological study is needed to delve into the subjective

experiences, motivations, and consequences of mobile legend

addiction among senior high school students, shedding light on their

reasons, purposes, cognitive frameworks, and academic implications.

Addiction studies have conducted in the context of hedonic

technology, with social networking sites and online games being the

most popular research focus (Lee, Cheung, Chan 2021). For example,

online game addiction is increasingly happening. The World Health

Organization WHO (2019) defines online game

addiction as a mental disorder included in the International

Classification of Diseases (ICD-11). This problem has an impact such as

interference with control over the game, which increases the priority of

playing in games than other activities. This behaviour becomes

ordinary even though it ends up having negative consequences on

him. A study shows that online game addiction is more common in

adolescents (Brand, Todhunter, & Jervis, 2017); (Jordan &

Andersen, 2017); González (2018) reveals that internet gaming

distraction is an increasingly common disorder, which can have a

severe impact on young people.


4

Significance of the Study

This study on the impact of mobile legends focuses on the problems

faced by the students together with the solutions provided that could

help them overcome their problems when it comes to playing mobile

legends.

Parents-This research will be an essential tool for them to be fully

aware of their child's excessive use of gadgets such as playing mobile

legends and to be informed on how to limit their child.

Teacher-This research will aid their questions and curiosity on why

some of their students are not able to focus in the class. And the ways

they can help to inform the students about playing mobile legends.

Future Researcher- the results can provide valuable insights to

conduct related studies which would look into other factors that affect

the performance of students.


5

Research Questions

1. What are the reason why the student are addicted playing Mobile

Legend?

2. What are the effects of mobile legends in senior high school

students?

3. How does addiction to playing Mobile Legends impact the

academic performance and social interactions of students?

Expected Output of the Study

The reasons behind students' addiction to playing Mobile Legends, the

effects of the game on senior high school students, the impact of this

addiction on academic performance and social interactions, and how it

influences students' time management skills and study habits are all

critical aspects that need to be explored to understand the

comprehensive impact of Mobile Legends on the student population.

Operational Definition of Terms

To make this study more understable to those who might come

across it, the following terms are defined operationally


6

Academic Performance-

is used to describe things that relate to the work done in school,

colleges, and universities, especially work which involves studying and

reasoning rather than practical or technical skills.

Addiction- is defined as not having control over doing, taking or

using something to the point it could be harmful to you.

Mobile Legend-Mobile Legends or Mobile Legends: Bang Bang is a

Multiplayer Online Battle Arena ( MOBA ) game designed for mobile

phone. This game is an online role-playing video game that played by a

very large number of people.

Limitations of the Study

The study is largely dependent on the honesty and self-awareness

of the participants. Some students might underreport or over report

their addiction to Mobile Legends due to social desirability bias or lack

of self-awareness.

Theoretical Lens

Ryan et al. (2006) posited that games primarily motivate players to

experience these three needs: autonomy, competence, and

relatedness. Need satisfaction is essential for human well-being as it

predicts smooth daily functioning across levels of people (Martela et

al., 2016). SDT has a five-decade history; however, the concept of

need frustration (being a distinct construct from need satisfaction) has


7

recently received scholarly attention. Need frustration was suggested

as a distinct construct that does not equitably define as lack of need

satisfaction, as it requires the environment to actively thwart

satisfaction need (Bartholomew et al., 2011a)(Liga et al., 2018)( Mills &

Allen, 2020). Need frustration is an individual’s extent to feel

obstructed in satisfying their three psychological needs (i.e.,

autonomy, competence, and relatedness) in daily life. Mills and Allen

(2020) described that need frustration includes being forced to act

uneasily (autonomy frustration), feeling inferior due to poor ability

(competence frustration), and being rejected or isolated by the social

agents (relatedness frustration) unwillingly. Need frustration across life

domains may also trigger one’s dependence on an activity while

pursuing needs satisfaction, fostering a maladaptive engagement.

Therefore, it is closely associated with an individual’s ill-being

(Vansteenkiste & Ryan, 2013). Need frustration was also suggested

that it does not reside on a single continuum with need satisfaction.

Each of the needs carries unique outcomes on human development

(Sheldon & Hilpert, 2012).


8

REVIEW OF RELATED LITERATURE

NATIONAL STUDY/INTERNATIONAL STUDY

Local Literatures and Studies

Online game addiction has become one of the most widely accessed

platforms for entertainment and connection and establishment

between people worldwide.However,the impact of online game

addiction on learning behavior is still unsure.The purpose of this study

is to fill in the gap. This study used descriptive,comparative and

correlational research design.A survey study was conducted at Lal-lo

National High school with over 240 participants who answered a three-

part hard copy questionnaire.The obtained data from the participants

were then analyzed using parametric tests like the Independent

Samples T-test,One way Analysis of Variance (ANOVA), Pearson

Correlation, and the non-parametric Kruskal Wallis. Moreover, the

students were found to be slightly addicted to Online games.In

addition, results show a significant difference in online game addiction

when grouped according to grade level,program classification, and

time spent playing. Next result demonstrate thati the students'

learning behavior is very good finally,this study reveals that online

games addiction does not significantly correlate with students’ learning

behavior.With appropriate prioritization,students’ desire to learn at


9

school will not be affected by the number of times they engage in

playing

National Studies

This study of salvado (2023) in the titled “Effects of mobile gaming

on the Psychosocial Development of pupils” Mobile gaming, linked to

the effects of student behavior is currently the subject of increasing

interest and concern. This is especially true of teachers, parents and

the Pacifico O. Aquino elementary school community in Noveleta,

Cavite. This poses problems with the effects of mobile gaming on the

psychosocial development of pupils. Apparently, they face a crisis in

their own development of life, and it is important that they perform

well in their studies in order to have a good and positive outlook on life

and become better individuals someday. Teachers have observed that

students playing mobile games are most likely to forget that they are

in the real world. They put themselves on the characters they were

playing, making them the hero they wanted. Virtually they win battles,

and these give new and challenging experiences that may cause some

struggles to balance things because they are so engrossed with the

characters they are in. For example, some of the games are online

electronic betting games using a mobile app that puts students at risk .

As signed by the President of the Philippines, the Executive Order No.

13 stated that these online mobile games are illegal. Parents are

concerned about their children moving


10

International Studies

This study of Mawalia (2020) in titled “The Impact of the Mobile

Legend game in creating virtual reality” that online games have been

very popular nowadays, more than games played by children and

teenagers 30 years ago. This study aims to explore technological

developments that people are interested in, namely the phenomenon

of the emergence of the online game Mobile Legend. Mobile Legend

has succeeded in making Indonesians interested because of its avatar,

message feature, and buying and selling of online characters in one

application. The evolution of online games from PC to Smartphone

makes it easier for gamers to play games anywhere and anytime. Not

infrequently, they can spend up to 6 hours a day looking for internet

network access. Researchers use determinism theory to answer this

phenomenon. The method in this study uses a qualitative type with a

virtual ethnographic method. In addition, this research collects data on

using virtual tracing to record and documenting virtual activities, and

interviews with seven informants of Mobile Legends' players. This

research shows that when a person plays games, he can become more

apathetic and minimize interaction and communication with the social

environment around him. Technology like Mobile Legend has eroded

the sociocultural side and communication sensitivity of an individual in

society.
11

METHODOLOGY

This chapter describes the methods that will be use and the

procedures that will be followed all through the conduct of research.

The section includes the following: research design, role of the

researcher, research participant and materials, data collection, data

analysis, validity and ethical consideration.

Research Design

The study will use descriptive-narrative research design to describe

the addiction of playing mobile legend among the students of Noorul

Eilm Academy Foundation Incorporated.

Role of the Researcher

In terms of the qualitative inquiry rules, the researchers will act as a

tool for data collecting and analysis, a tool for reflexivity, an analyst of

questionnaire data, and a writer who uncovers the patterns and

concepts provided by the participants.

The researcher will first build a trustworthy character and ensure the

secrecy of the data that will be obtained, which will aid her and

gathering the addiction of playing online games.


12

Research Participants and Materials

Purposely, there will be one identified known addiction of playing

online games as the participants of the study . Addedly, the

researchers will choose well-versed in Senior High School Students

with 18 years old and above, as well serve as the informant of the

playing Online Games.

For the materials, the researchers will use interview guide

questionnaire with probing questions to unearth the online games.

Data Collection

Before conducting the study, the researchers will request for the

conset from the Principal of Senior High School at the Noorul Eilm

Academy Foundation Incorporated - Annex, Inug-ug Pikit North

Cotabato through a letter. Once the principal gave a approval then the

researcher will proceed the adviser of the participants to conduct of

the study. Preceding the conduct of the study, consultations with the

leader.

Information regarding the online games of the student of senior high

school will be gathered through interviews and will be consolidate by

field observation. Field visits and interviews involved direct contact

with the players including senior high students observing addiction

protocols and accompanied by voice recording for future references.


13

Several re-visits will be conducted to gathered additional information.

After the questioning and interviews the data.

Data Analysis

The data will be recorded, transcribed, arrange based on themes

and pattern of responses and it will also be interpreted and discussed.

Validity

Since from the perspective credibility, that purpose of qualitative

research is to describe or understand the phenomena of interest from

the participant’s eyes, the participants are the only ones who can

legitimately judge the credibility of the results.

Transferability is the degree to which results of a researcher's

qualitative research can be generalized or transferred to other

contexts or setting. The researchers can enhance transferability by

doing a through job describing the research context and assumptions

that were central to the research.

In dependability, that quantitative view of reliability is based on

the assumptions of the replicability or repeatability. But we can't

actually measure twice, we are measuring two different things.

Confirmability refers to that degree to which the results could be

confirmed or corroborated by other. There are a number of strategies


14

for enhancing confirmability. The researcher can document the

procedures for checking and rechecking the data throughout the study.

Ethical Consideration

The critical consideration requires accountability, trust, mutual

respect and fairness among all the parties. Some of the ethical

consideration that this study ensure for the respondents. First, the

researchers will Informed content is requested from the respondents to

ensure that they will fully understand the content of the study. And

second, they will Ensure that the information they give in the survey is

confidentiality. And the third, The information provided is identifiable

only by the researcher. And for the fourth, they Ensure that all the

survey forms are correct. And the last, All the respondents were

treated with great respect. Thus, this study will be conducted to

identity and described the effects of Playing Mobile Legend to the

Academic performance of the Senior High school Student of Noorul

Film Academy Foundation Incorporated.


15

CHAPTER IV
16
17

LITERATURE CITED

Jannah, N., Mudjiran, M., & Nirwana, H. (2015). Hubungan


kecanduan game dengan motivasi belajar siswa dan implikasinya
terhadap Bimbingan dan Konseling. Konselor, 4(4), 200–207.

Sandy, T. A., & Hidayat, W. N. (2019). Game mobile learning.


Ahlimedia Book.

Griffiths, M., J Kuss, D., & L King, D. (2012). Video game


addiction: Past, present and future. Current Psychiatry Reviews, 8(4),
308–318.

Syahran, R. (2015). Ketergantungan online game dan


penanganannya. Jurnal Psikologi Pendidikan Dan Konseling: Jurnal
Kajian Psikologi Pendidikan Dan
Bimbingan Konseling, 1(1), 84–92.

Jordan, C. J., & Andersen, S. L. (2017). Sensitive periods of


substance abuse: Early risk for the transition to dependence.
Developmental Cognitive Neuroscience, 25, 29–44.

Lee, Z. W. Y., Cheung, C. M. K., & Chan, T. K. H. (2021).


Understanding massively multiplayer online role‐playing game
addiction: A hedonic management perspective. Information Systems
Journal, 31(1), 33–61.
World Health Organization. (2019). Gaming disorder. 2018
https://www. who.
int/features/qa/gaming-disorder/en. Accessed May, 30
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Brand, J. E., Todhunter, S., & Jervis, J. (2017). Digital Australia


2018 (DA18).
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Australia-2018-DA18-Final-1. Pdf

González-Bueso, V., Santamaría, J. J., Fernández, D., Merino, L.,


Montero, E.,
Jiménez-Murcia, S., del Pino-Gutiérrez, A., & Ribas, J. (2018).
Internet gaming
disorder in adolescents: Personality, psychopathology and evaluation
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psychological intervention combined with parent psychoeducation.
Frontiers Psychology.

Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The


motivational pull of video games: A self-determination theory
approach. Motivation and Emotion, 30, 344–360.

Martela, F., DeHaan, C. R., & Ryan, R. M. (2016). On


enhancing and diminishing energy through psychological means:
Research on vitality and depletion from self-determination theory.
In Self-regulation and ego control (pp. 67-85). Academic Press.

Bartholomew, K. J., Ntoumanis, N., Ryan, R. M., Bosch, J. A., &


Thøgersen-Ntoumani, C. (2011). Self-determination theory and
diminished functioning. Personality and Social Psychology
Bulletin, 37(11), 1459–1473.

Bartomew Liga, F., Ingoglia, S., Cuzzocrea, F., Inguglia, C.,


Costa, S., Lo Coco, A., & Larcan, R. (2018). The basic
psychological need satisfaction and frustration scale: Construct and
predictive validity in the Italian context. Journal of Personality
Assessment, 102(1), 102–112.

Mills, D. J., & Allen, J. J. (2020). Self-determination theory, internet


gaming disorder, and the mediating role of self-control. Computers in
Human Behaviour, 105,–12.

Vansteenkiste, M., & Ryan, R. M. (2013). On psychological growth


and vulnerability: Basic psychological need satisfaction and need
frustration as a unifying principle. Journal of Psychotherapy
Integration, 23(3), 263–280.

Sheldon, K. M., & Hilpert, J. C. (2012). The balanced measure of


psychological needs (BMPN) scale: An alternative domain general
measure of need satisfaction. Motivation and Emotion, 36(4), 439–451.
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Salvado N. Con-EI Effects of Mobile Gaming on the Psychosocial


Development of Pupils Master of Arts in Education, Major in
Administration and Supervision, Quezon City, PhilippinesInt. j. adv.
multidisc. res. stud. 2023; 3(4):103-121

Mawalia,K. A The impact of the Mobile Legend game in creating


virtual reality: Pusat Informasi dan Humas, Universitas Airlangga,
Surabaya Indonesian Journal of Social Sciences Volume 12 No. 02, July
- December 2020, page 49-61

Exploring the Impact of Mobile Legend Addiction

Among Senior High School Students

Muha Janna M Gani

Samraida A. Sadik

Nosmera Z. Antuka

Norlyn M. Lidasan

Noraima T. Baguilan

Norhata P. Sultan

Warda A. Pangilan

A Research Paper Submitted to the


Noorul Eilm Academy Foundation Incorporated Senior High School
Department in Partial Fulfilment of the requirements in
20

HUMANITIES AND SOCIAL SCIENCES

MARCH 2025

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