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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
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(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
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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.
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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.
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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
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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
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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).
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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
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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
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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.
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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.
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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.
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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
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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.
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CHAPTER IV
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LITERATURE CITED
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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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González-Bueso, V., Santamaría, J. J., Fernández, D., Merino, L.,
Montero, E.,
Jiménez-Murcia, S., del Pino-Gutiérrez, A., & Ribas, J. (2018).
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disorder in adolescents: Personality, psychopathology and evaluation
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psychological intervention combined with parent psychoeducation.
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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
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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
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Bulletin, 37(11), 1459–1473.
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Costa, S., Lo Coco, A., & Larcan, R. (2018). The basic
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Mills, D. J., & Allen, J. J. (2020). Self-determination theory, internet
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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
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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
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HUMANITIES AND SOCIAL SCIENCES
MARCH 2025