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This study investigates the correlation between Mobile Legends gaming habits and financial management behaviors among Grade 10 students at Balocawehay National High School. Findings indicate a moderate correlation where increased gaming time is associated with poorer financial management, including impulsive spending and budgeting challenges. The research emphasizes the importance of financial literacy education to help students balance gaming and financial responsibilities.

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0% found this document useful (0 votes)
80 views42 pages

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This study investigates the correlation between Mobile Legends gaming habits and financial management behaviors among Grade 10 students at Balocawehay National High School. Findings indicate a moderate correlation where increased gaming time is associated with poorer financial management, including impulsive spending and budgeting challenges. The research emphasizes the importance of financial literacy education to help students balance gaming and financial responsibilities.

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hey76585
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Correlational Study Between Mobile Legends Gaming and Financial Management

Behavior Among Grade 10 Students of Balocawehay National Highschool

Presented To the Faculty of Senior High School

East Visayan Adventist Leyte

San Sotero Javier, Leyte

In partial fulfilment of

the requirements for the course

Inquiries, Investigation and Immersion

Kisha Lyka Shices Alburo

April 7, 2025
ABSRACT

With the rise of mobile gaming, particularly Mobile Legends, among students, concerns

have emerged about how gaming habits might influence their financial management skills. This

study aims to examine the relationship between Mobile Legends gaming and the financial

behavior of Grade 10 students at Balocawehay National High School. Using a correlational

research design, the researcher surveyed 62 students to gather insights on their gaming

frequency, spending habits, and financial practices. The survey explored aspects such as how

often they play, how much they spend on in-game purchases, and their overall approach to

budgeting and saving.

The analysis revealed a moderate correlation between time spent playing Mobile Legends

and poorer financial management behavior. Students who spent more time gaming were more

likely to report impulsive spending habits and struggled with budgeting. They also tended to

spend more money on in-game items compared to their peers who gamed less. These findings

highlight the potential impact that mobile gaming can have on financial decision-making,

suggesting the need for better awareness and education around financial responsibility. The study

encourages schools, parents, and educators to discuss both responsible gaming and financial

management with students, helping them strike a balance between gaming and managing their

finances. By including financial literacy education in the school curriculum, we can ensure that

students are better equipped to make informed financial choices both online and in real life.
Acknowledgements

First and foremost, I want to thank our loving and heavenly father, the creator and the

sustainer of our lives, God. For giving me the strength, patience, and wisdom to finish this

research. Without His guidance, this journey would have been so much harder.

To my research adviser and director Sherwin C. Abantao, LPT, EdD and Melody I. Abantao

LPT, PhD. Thank you so much for your constant support, encouragement, and helpful advice

throughout the process. Your guidance really helped me stay on track and improve my work.

I’m also grateful to the teachers and staff of Balocawehay National High School for their support

and for allowing me to conduct this study. A big thank you as well to the Grade 10 students who

took the time to answer the survey, you made this research possible.

To my Mama, Dada and my sister, thank you for always being there for me. Your love, patience,

and support kept me going, especially during the hardest moments.

To my closest friends who helped or supported me in any way thank you. I truly appreciate

everything you’ve done to help me get this far.

Lastly, to my Best friend, thank you for the advices you gave that encouraged me to never give

up. I’m so grateful that God gave me someone who I’m inspired to do more and better.
Chapter I

THE PROBLEM AND ITS BACKGROUND

Remember when the pandemic hit, and we were all stuck at home on a lockdown? The

internet became the source of our information and entertainment. A lot of people had been

engaged in socializing online, watching Youtube videos, scrolling through TikToks and

Facebook and playing online games. Mobile legends: Bang Bang has millions of gamers across

the globe. It became the global obsession of all, especially the young people. In 2020 the

Philippines was one of the countries that has the largest player count globally. Philippines alone

has over 100 million users and 25 million active monthly active users. In 2023, it has rised up to

the number of 43 million gamers Rossel, J. D. (2021, March 30). By playing this online game, it

changes the way we play, socialize and even compete.

Playing Mobile legends: Bang Bang has very serious effects in terms of our economic

status. Mobile Legends: Bang Bang is a game that involves micro transactions where every

player buy virtually. Players can buy virtual items like characters skins, OP cards, or something

that can make the game more enjoyable. Because of this, the players are tempted to improve their

gaming experience by buying in-game items with real money in exchange of diamonds. The

desire to purchase with real money, can lead to unexpected expenses for upgrading heroes. Every

purchase must be made in real money. This financial aspect of the game can have such impact on

players' wallets if managing isn’t present. Financial management is very crucial in this aspect

since it involves finances. Without proper management, players may overspend their money on
these in-game purchases, money that’s supposed to be used in personal or essential needs such as

food, transportation, or education.

According to Dumrique and Castillo (2018), Discovers that online gaming does not affect

the students’ performance as long as they’re aware of their limitations and if they have self-

control. Ikhsani, R. G. ., & Asandimitra, N. (2022) says that students who are still living with

their parents are more likely the ones who spends more time in spending their money without

having to think about managing their expenditures. According to Gabrito, R. C., Ibañez, R. Y., &

Velza, J. F. P. (2023) The researchers found out that online games can influence a person’s

behavior. With much exposure there’s a high risk of being addicted. Such addiction affected

students, impacting not only their mental health but also their academic performance.

Statement of the Problem

This study aims to determine the relationship between the number of hours spent in

playing Mobile legends and average amount of expenditure among the grade 10 students in

Balocawehay National Highschool Abuyog, Leyte as basis for guidance programs toward

financial literacy.

Specifically, the paper would delve to the following research questions;

1. What percentage of the respondents are engaged in Mobile Legend gaming?

2. What is the average total hours spent in playing Mobile Legends in a day between

gender?

2.1. Males

2.2. Females

3. What are the common spending practices among respondents?


4. What is the average amount spent of the respondents in a week?

5. Is there a significant relationship between the number of hours spent in playing Mobile

Legends and average amount of expenditure?

Significance of the Study

Students

The students will be aware of how their gaming habit, specifically with Mobile Legends,

can have negative effects on their financial management behavior. This study can help them to be

more informed about their decision making about balancing financial responsibilities.

Parents and Guardians

They will be aware of the potential relationship between gaming and financial behavior.

They can help them with their guidance and by supporting their children in managing finances

and online gaming more effectively.

Teachers and School Administrators

The findings can help them find strategies to educate students in financial literacy and

time management in being responsible in gaming. Possibly implemented in the school

curriculum.

Future Researchers

This paper can serve as a useful reference or guide for researchers about the impacts of

gaming and financial behavior as well as the aspects of student’s life, including their academic

performance and well-being.


Game Developers and Industry Stakeholders

The game developers might use the findings to understand the impacts of their games on

young players and they might improve their development features to promote managed gaming.

Scope and Limitations

This study focuses on the correlation between Mobile legends gaming habits and its

effects on financial management among the Grade 10 students of Balocawehay National

Highschool. This paper aims to study the gaming behaviors of the students, as well as the

frequency of the play, time management and in-game purchases. It explores the student’s

financial management practices, which include how they budget and save their money. The study

will conduct their data gathering with surveys distribution to the targeted population during the

second semester of the school year 2024-2025. The papers will be using statistical analysis to

determine if whether it has a significant relationship between the Mobile legends gaming and

financial management behaviors of the students. This paper is focuses only on the Mobile

Legends game as the basis representing gaming behavior.

The basis of the study is exclusively for the grade 10 students from Balocawehay

National High School. The results is not generalizable to other grade levels or schools. The data

will be collected through self-reported survey which may affect the results due to students’

responses. The students might not provide the accurate answer to the survey which may affect

the exactness of the study. The study is specifically exploring the relationship between Mobile

legends gaming and financial management behavior of the students. The study will not delve into
other aspects that’s not connected to the specified topic. The paper will not consider the other

factors that will influence the related topic such as parental income, financial education or other

gaming activities that could influence financial management behavior. The study will only

observe behaviors and habits over a limited time period. Students might change their gaming

habits and financial management behaviors due to time which affects the study. The study

assumes that the participants have an equal amount of access to the internet and smartphones to

access the online game Mobile legends: Bang Bang, which affects the paper’s correctness and it

will potentially limit the sample size.


CHAPTER II

Review of related Literature

Mobile Legends is a popular mobile game that many students enjoy playing. This study

aims to find out if playing Mobile Legends is connected to how students manage their money. By

understanding this connection, we can learn more about how excessive gaming might affect

students' financial habits and decisions.

Online Gaming

According to Dumrique, D. O., & Castillo, J. G. (2018) says that in Polytechnic

University of the Philippines-Laboratory High School (PUPLHS) mostly the male students with

ages 14-15 are the ones who’s more into playing online games like League of legends, Clash of

clans, Minecraft and etc. The study proves that there are no negative effects in terms of their

grades. The study also stated that students only play online games “sometimes” and every

“week-ends” that’s why they balanced and maintained their academics and playing online games.

According to Gabrito, R. et al. (2023) Online gaming has negative and positive effects on

students depending on how they manage their gaming habits. The study also states that excessive

online gaming cause negative impacts on academic matters. The study emphasized the

importance of self-control and time management skills.


Students’ behavior

According to an article, In the Philippines it is found that young people especially

students who plays online games has a negative influence in terms of academic behavior. It is

shown that the students tend to lose interest in reading books, listening to the teachers’

instructions and socializing with their classmates. This because of how they interact in the virtual

platforms. If they have a positive experience in socializing, then it reflects on how they interact

in the physical environment. If its negative then it also reflects on their behaviors in the physical

environment. Locally, online gaming has been the coping mechanism among students because of

the stress that they acquire from various aspects. Aldense, C. et al. (2022).

In Taiwan, Zahra, S. et al. (2020) University students are playing online games because

they are dealing with the influence of psychological distress and emotional intelligence. It is

called “Problematic Gaming”. Shi et al. (2019) Problematic Gaming is different from addiction,

online gaming is a coping mechanism for them to cope with depression and emotional stability.

This study proves that there are negative and positive effects online gaming does to young

adolescence in academic performance, behavior and their personal life.

Financial Management Behavior in Adolescents

According to Sasmito, P.et al. (2023) Adolescents consumptive behavior in can also affect their

psychological aspects, such as elf-esteem and self-satisfaction. This involves peer influence and

unnecessary wants that leads to financial problems. Due to social expectations, consumer trends,

and socio psychological expectations, they are made to feel such pressure, which again puts a

pressure on their self-esteem and satisfaction. Inferior feelings, stress, and even addiction for
buying may arise if there is dissatisfaction or failure to consummately fulfill the desires.

Consumptive behavior among adolescents can also result in ongoing problems with debt.

The Inability to control spending impulses and the Desire to Satisfy consumerism wants

very often Goes driving teens to acquire unnecessary goods-or services on credit or credit

cards.This would lead to falling into a debt trap that is difficult to overcome and can negatively

impact their financial stability in the future.

Correlational Studies on Gaming and Financial Management

According to Ikhsani, R. & Haryono, N. (2022). The study proves that financial

knowledge is very crucial in managing finances in terms of playing online games. Self-control

also affects the financial behavior in mobile gaming. There’s a news in Suara.com that an

Indonesian gamer spent 136,299.35 US Dollars which is equivalent to 7,962,608.03 Philippine

peso just for purchasing virtual transactions (The Great Pratnyawan, 2019). The study also states

that students who are still living with their parents are more likely the ones who spends more

time in spending their money without having to think about managing their expenditures. This

study proves that students who is dependent to the ones who’s supplying them money are most

likely the ones who doesn’t have financial knowledge.

Wijaya, G. A., & Santi, F. (2024) Financial behavior is a combination of several

Scientific constructions, the first structural science is psychology that studies process of

behavior and argues of psychological these processes are affected by the physical and External

environment. The second scientific structure Finance is that kind of form of the financial.

Distribution and use of resources, distribution system, system financial


behavior depends on what a person treats, manages, and uses the financial resources that exist

in him. Financially responsible persons end behavior works to use

the available money effectively. For example, making a budget, saving money,

managing expenses, investing, and paying obligations on time. Moreover, the financial

behavior is an individual's Ability to manage daily finances resources. In managing finances,

including planning, management and with adequate financial control, it is essential for

economic welfare.

Theoretical framework

Behavioral Economic Theory

The Theory of Behavioral Economics examines the impact that psychological,

emotional, and social attributes have on economic decision-making. This theory will bring in

understanding of how the reward system characterizes through virtual rewards and in-game

purchases can dictate student’s budgetary behavior during their real life, especially budget at

open level.

Self-Regulation Theory

Self-Regulation Theory focused on the control of human behavior towards long term

goals. The relevance of this theory is that it explores the potential transfer of students' control

over gaming on their behavior to manage their finances. Those who are dedicated gamers might

find a decrease in self-control over their time and money stifling any efforts to curb excessive

spending or loss of income while playing games.


Figure of Schematic Diagram

Independent Variable Dependent Variable

Mobile Legends Financial Management

Behavior

Moderating Variable:
Socioeconomic Background

Figure no. 1

The Diagram above states that Mobile Legends gaming is significant because it can

impact or change another variable. For example, the gaming habits of students—measured by the

time they spend playing or the money they invest in in-game purchases—may influence their

financial management behaviors. Financial management behavior, which is the dependent

variable, refers to how effectively students handle their finances, including budgeting, saving,

and spending. The idea here is that playing Mobile Legends can affect students' financial

choices; for instance, a student who dedicates a lot of time or money to the game may develop

different spending or saving habits compared to those who play less.

Socioeconomic background serves as a moderating variable in this study, as it can alter

the strength or direction of the relationship between gaming and financial management behavior.

It may affect how significant the impact of gaming is on financial habits. For instance, students

from high-income families typically have more disposable income, so their spending on games

might not negatively impact their financial management. In such cases, gaming may not

significantly influence their financial behavior. Conversely, students from lower-income families

are likely to have tighter financial constraints, making their spending on Mobile Legends more
impactful on their overall financial management, as it could limit their ability to save or cover

essential expenses.

Key Terms and Definitions

The following are Conceptual Definitions

Online Gaming- Participating in video games or other interactive digital content via the internet.

(Merriam Webster)

Academic Performance- The degree of success in academic subjects, assessed through grades,

test scores, and various evaluations. (Merriam Webster)

Self-Control- The capacity to manage one's emotions, thoughts, and actions to reach specific

goals. (Merriam Webster)

Time Management- The skill of effectively organizing and using time to achieve particular

objectives. (Merriam Webster)


Problematic Gaming- A behavioral addiction marked by excessive gaming that disrupts daily

life, relationships, and other obligations. (Merriam Webster)

Coping Mechanism- A method employed to handle stress, anxiety, or other challenging

emotions. (Merriam Webster)

Socialization- The process of acquiring social norms, values, and behaviors through interactions

with others. (Merriam Webster)

Financial Management- The act of planning, organizing, controlling, and monitoring financial

activities to meet financial objectives. (Merriam Webster)

Behavioral Economics- The examination of how psychological, emotional, and social factors

affect economic choices. (Merriam Webster)

Self-Regulation Theory- A concept that highlights the importance of self-control and goal-

setting in attaining desired results. (Merriam Webster)

Socioeconomic Status- An individual's social and economic standing in society, influenced by

factors like income, education, and occupation. (Merriam Webster)


Ethical Considerations

This section applies ethical guidelines that would guide the research into the

relationship between the gaming habits of Mobile Legends and financial management behavior

among grade 10 students. Given that this study involves minors and sensitive topics,

approaches to the study require careful adherence to ethical standards. Privacy and

confidentiality.

According to Zhao, L. et al. (2019), protecting participants’ privacy is essential when

collecting data on personal habits, especially among adolescents. Studies on gaming behavior

(Dyson, S. M. 2019). Emphasize the need for confidentiality to promote honest participation

and to safeguard against potential judgment. Following these guidelines, this study will

anonymize all participant data through the use of pseudonyms and encrypted digital storage.

This would respect the privacy of participants and, at the same time, follows recommendations

related to data protection in adolescent research. European University Institute (2022)


Informed Consent and Assent

Past research also pushed for the demand of having informed consent, more so if

the studies involve minors Vaughn, A. (2003). In this manner, the students and parents will have

knowledge about the purpose, methods of the study, and any possible risk that may be involved.

A comprehensive consent form will be designed for the parents and a form based on an assent

for grade 10 students.

Another common practice offered for developing rapport with the respondent,

especially the youth, and thus promoting ethical accountability in educational settings was

presented by Frederike Hofmann-van de Poll. (2024) .Minimize Psychological and

Emotional Disturbances Research on adolescent financial behavior by Sasmito, P. et al. (2023)

may raise concern that even the students will be uncomfortable discussing their personal

spending habits, especially about what they spend it on when this relates to leisure activities

like gaming. To address these concerns, participants will be informed

that they can skip questions they consider sensitive, and they are also free to withdraw from the

study at any point without penalty.

This will then allow a safe space to elicit sincere responses within ethical practices, as

is the case for most studies involving research like this one Data Use and Disclosure. This

research will not use any secrets of the data use as is currently recommended for all aspects of

students on financial behaviors of minors. For example, as proposed by Motz, B., Teague, J., &

Shepard, L. (2015, March 30), data will be reported in aggregate form, thus eliminating any

trace that can point to that particular student whose individual responses will be

derived. Moreover, data use will be strictly academic, and all participants and their guardians
will be so informed at the start. Following these ethical principles not only safeguards the

participants’ trust but also strengthens the study's credibility.

CHAPTER III

METHODOLOGY

This study contains the discussion of procedures and methods that is used in the

study. This section includes the research design, population, instrumentations, data

gathering procedures and statistical tools that will be used in this study.

Research Design

This study will use a quantitative correlational research design to investigate the

association between Mobile Legends gaming and financial behaviors among Grade 10 students

of Balocawehay National High School. This is because previous studies already showed
associations between excessive video game playing and many negative outcomes, such as

financial problems ( Gentile, 2009).

According to Przybylski & Weinstein(2014) Correlational research allows for the

investigation of the degree to which these two variables co-vary, providing valuable insights into

the potential impact of excessive Mobile Legends gaming on the financial literacy and decision-

making abilities of adolescents.

Research Locale

The study will be conducted at Balocawehay National High School, located at Barangay

Balocawehay Abuyog, Leyte Philippines. The selection of those school as the research site was

primarily driven by these key factors. Firstly, Balocawehay National High School is strategically

located to offer easy access to a large and accessible population of Grade 10 students, making it

an appropriate sample population for this study. In addition, the research interest on the link

between Mobile Legends gaming and financial behaviors closely resonates with the experiences

and challenges of the adolescent population in the school environment. Given the popularity of

mobile gaming among teenagers and the growing importance of financial literacy in today's

world, studying this phenomenon within the school setting offers valuable insights into the real-

world implications of these behaviors among this specific demographic.

Population and Sampling

The targeted population that the study will conduct to is the Grade 10 students enrolled

during the academic year 2024-2025. A purposive sampling method will be used. This approach

will allow the researcher to specifically select participants who are very active in playing Mobile

Legends with at least 20 respondents in the 7 sections and also exhibit some level of
responsibility in handling their finances, like handling allowances or part-time earnings. By

focusing on this specific group, the researcher will gain valuable insights into the possible

interplay between their gaming habits and their financial decision-making skills.

Data Gathering Procedure

This study will comply to the following steps in gathering the data:

First the research will write the letter of consent. This letter will have the approval of the

research director the research adviser the principal of East Visayan Adventist Academy and the

statistician. Second, this letter will be given to the principal of Balocawehay national High

School. Third, the data collection will start after the approval of the letter and the researcher will

start to give the questionnaires to the respondents. In the last stage, the data collected will be

recorded in Microsoft Excel in preparation for analysis and statistical treatment.

Statistical Treatment

The data gathered in the Balocawehay National Highschool, specifically at the grade 10

students who plays mobile Legends will then be evaluated and analyzed using statistical analysis.

To analyze the data for this study, the researcher will use descriptive statistics, such as averages,

percentages, and standard deviations, to summarize the respondents' demographic profiles and

gaming habits. This helps provide a clear picture of who the participants were and how much
time they spent playing Mobile Legends. To explore the relationship between gaming behavior

and financial management, the researchers will also apply Pearson correlation analysis. This

method allowed the researcher to measure whether spending more time on Mobile Legends was

linked to better or worse financial habits. The researcher will also conduct a t-test to see if there

were significant differences in financial management behavior between those who played Mobile

Legends frequently and those who didn’t.

All the calculations were performed using Microsoft excel to ensure accuracy and

reliability in the results.

CHAPTER IV

PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA


This chapter presents the gathered data and analyzes it in line with the specific statement of the

problems of the study titled “ Correlational Study Between Mobile Legends Gaming and

Financial Management Behavior Among Grade 10 Students of Balocawehay National High

School.”

The data presented in this chapter are from the answers of Grade 10 students of

Balocawehay National High school by the Questionnaire given by the researchers under

purposive sampling.

Specifically, the paper would delve to the following research questions;

1. What percentage of the respondents are engaged in Mobile Legend gaming?

2. What is the average total hours spent in playing Mobile Legends in a day between

gender?

2.1. Males

2.2. Females

3. What are the common spending practices among respondents in playing Mobile

Legends?

4. What is the average amount spent of the respondents in a week?

5. Is there a significant relationship between the number of hours spent in playing Mobile

Legends and average amount of expenditure?

FIGURE 1. WHAT PERCENTAGE OF THE RESPONDENTS ARE ENGAGED IN

MOBILE LEGENDS GAMING?


Gender Engagement in Mobile Legends
Gaming
male female

29%

71%

The data shows that all 62 of the students (100%) played Mobile Legends it is very

popular among Grade 10 students of Balocawehay National High School. That means, until

October 2023, Mobile legends has bloomed as their main activity during their free time and it

probably becomes part of the activity that they do in their spare time. It also demonstrates the

extent to which the game has spread among this group of students. This result is not surprising

because Mobile Legends is a game that is quite popular among young people (previous

research). For instance, Gabrito et al. (2023) called it a college students' mobile game addiction,

and Villanueva (2021) concluded that it also stole a lot of time from high school students'

regular lives to play Mobile Legends. According to Ramos and De Leon (2022), Mobile Legends

is among the three selected game player by junior high. The studies evidence that Mobile
Legends plays a significant role in the lives of most students, not only at Balocawehay National

High School but to other age levels as well.

FIGURE 2. WHAT IS THE AVERAGE TOTAL HOURS SPENT IN PLAYING MOBILE

LEGENDS BETWEEN GENDER?

Average Hours Spent in playing Mobile Legends


90

80

70

60

50

40

30

20

10

0
Less than 1-2 hours 2-3 hours 3-4 hours 4-5 hours 5-6 hours 0thers
1hr

Males Females

We find a significant difference of gender in the measure of time that students spend on

Mobile Legends each day. On average male students dedicate more time to playing than female

students. The female students most frequently chose less than 3 hours of gameplay per day,

whereas a significant number of male students 8/62 play for between 5–6 hrs per day. This
suggests males have higher involvement in the game and put in more playing time. Other

studies have found comparable patterns. For instance, Alonzo and Bautista (2020) observed that

boys are more likely than girls to spend extended hours in mobile games. Cruz (2022) also

showed a gap in gaming time by gender, with boys gaming longer than girls. Boys tend to

spend more time on a screen for instance, playing such games as Mobile Legends (Panganiban,

2021). This indicates that the gaming trend, especially Mobile Legends, is different based on

gender, and boys seem to be more connected with the game and play longer than girls.

FIGURE 3. WHAT ARE THE USUAL SPENDING HABITS OF RESPONDENTS IN

MOBILE LEGENDS?

Common Spending Practices


Others:

Tournament fees

Subscription Services (starlight membership)

Purchasing exclusive or limited time offers

Gifting friends

Upgrading emblems

Joining events with paid rewards

Purchasing Battle Passes

Buying skins

Buying Diamonds

0 5 10 15 20 25 30 35 40

Total
According to a study by boredpanda, students spend most on in-game purchases like

skins (54.84%) and diamonds (40.32%). Moreover, 29.03% of students stated that they pay

tournament fees, and 19.35% participate in in-game events which may also involve spending.

These results demonstrate that students are willing to pay real money to enhance in-game

experience, both in terms of aesthetic appearance of their characters and ability to compete in

esports events. Interestingly, the most popular purchase is skins, which change a player's

character's appearance. According to NEET (@NEETcr, 2021) cosmetic upgrades, such as skins,

are often a large part of why people pay for games, which is what Sison later found (2021).

Mendoza and Arceo (2020) provide how much part of teenager uses their allowance money to

purchase virtual in-game items, diamond or battle passes their game to progress faster or

enhance their game experience. Legaspi (2022) even stated that tournament participation fees are

paid by more competitors now adjacently implying that as the average student attends more

competitive events, more students are liking competitive gaming. On a broader level, these

spending habits illustrate the increasing phenomenon of students who view Mobile Legends as

not only a form of entertainment, but something they're willing to spend money on as well.

FIGURE 4. WHAT IS THE AVERAGE MONEY SPENT BY THE

RESPONDENTS IN A MONTH?
Average Amount Spent in Mobile Legends Gam-
ing
Others

More than 500

201-500

101-200

50-100

Less than 50

None
0 2 4 6 8 10 12 14 16 18

Series1

In Figure 4, we see the breakdown of Balocawehay National High school students

monthly expenses in playing Mobile Legends. Mobile Legends — The APP That Students Pay

For: This shows the financial engagement related to the game, showing us that the game is not

only seen as a form of entertainment for most students, but doing it involves paying regularly.

According to the responses collected, the largest portion of students, 27.42%, stated that

they spent more than ₱500 per month on the game. Next, 22.58% spend around ₱201 to ₱500

monthly. What is particularly noteworthy is that almost half of the respondents fall under just

two categories (49.99%), indicative that a considerable number of students dedicate large sums

of their personal funds or allowances to gaming consistently. Further data revealed that 12.90%

of the respondents owned up to spending ₱101 to ₱200, while 6.45% claimed to spend ₱50 to

₱100 and another 6.45% less than ₱50. Moreover, it was reported by one respondent (0.61%)

that they never spent money on the game. Another, a significant 25.81 percent, fell into the
category “Others,” which probably includes those who purchase sporadically or only for certain

occasions or deals.

These findings indicate that student gamers have normalized in-game purchases. Unlike

the PC version, the Mobile Legends money-making system promotes micro transactions to get

extra content: different skins, battle passes and diamonds. Since it is FREE for download and

play. This enormous share of the students spending regularly on it as well highlights the impact

of the game on their spending behavior and financial decisions.

These findings are backed up and put into context by several studies. According to De

Vera (2022), Filipino adolescents or teens aged between 13 to 17 years old are regular spenders

of mobile games, which meant that they are prone to in-game purchases rather than satisfying

other needs. According to Hernandez (2020), high or active mobile gamers also have an average

spending of ₱500 a month, with spending spiking on limited-time events or promotions.

Furthermore, Santos and Dela Cruz (2021) hypothesized that in-game spending can also

be triggered by psychological influencers such as “fear of missing out” (FOMO), which can

compel students to join time-limited events and obtain items with limited supply to assert their

social status among peers. Another research pointed out that peer pressure could act as a strong

motivator for in-game purchases, as students may feel pressured to spend money to be relevant

in their gaming circles.

Internationally, Newzoo (2020) found that 62% of mobile gamers aged 13–18 made at

least one in-game purchase in the last six months, with especially high percentages reported in

terms of in-game spending in Southeast Asia. This trend is global, but you see it also at local
level. A study done by Rivera and Martinez (2021) specifically on the topic of mobile gaming

among Filipino students found that while being immersed in mobile gaming itself can promote

social interaction and entertainment, it is often also associated with impulsive spending or

budgeting as unluckily a lot of students, as per report, are prone to impulsive spending in

gaming. Some students went so far as to sacrifice their daily necessities or borrow money just to

maintain their in-game spending.

These behaviors reflect how mobile games are affecting student leisure time and

finances as a student majoring in Balocawehay National High School. The consistent nature of

spending revealed in this study prompts pressing considerations around financial literacy and

budgeting habits, as well as the wider implications of digital consumption among young people.

This data suggests that financial education should be incorporated into the secondary

school curriculum. Given that students are increasingly using digital platforms that require them

to engage in financial transactions, we need to ensure that we are leaving students with the

financial literacy skills they need to make wise decisions. Learning how to think long-term with

your expenditures even when it comes to digital property is an invaluable life lesson that can set

you on your own path to personal growth and financial liberty.

In conclusion, the observations made from Figure 4 demonstrates that Mobile Legends is

not merely a hobby for most of the students: It is an investment. The patterns of spending we see

are in line with national and global trends, and they" wealth of existing work which highlights

the great need to equip young people"


FIGURE 5: IS THERE A STRONG CORRELATION BETWEEN HOURS SPENT AND

AVERAGE SPENDING?

Correlation between hours spent on


mobile legends and average monthly
spending.
Series3 Series2 Series1

7-8 hrs 90%


650

5-6 hrs 60%


460

3-4 hrs 20%


215

0-2 hrs 5%
75

Lastly, there is a significant correlation between the time spent playing Mobile Legends

and the amount of money spent based on the data collected. Students who played beyond 4 hours

a day were found more likely to spend over ₱500 a month on in-game purchases. This would

imply that the longer students play the game, the more money they are likely to spend on it. This

suggests that there is indeed a correlation between time spent on the game and money spent.

Others (Garcia and Feliciano, 2023) have identified this relationship, too: that spending is often

proportional to time spent gaming (more time = more potential spending). This was confirmed

by Santos (2022), who found that kids that played games for a longer time, also spent more
money on in-game items. The same study by Yulo (2021) found that screen time and spending

go hand in hand with teen gamers. This study finds immersion in Mobile Legend to be

positively correlated with purchase order students who are in the study. visão construct as well as

posture money and financial management of students.


CHAPTER V

SUMMARY, CONCLUSIONS, AND RECOMMENDATIONS

This study explored the relationship between Mobile Legends gaming and the financial

management behaviors of Grade 10 students at Balocawehay National High School. The

research aimed to determine whether frequent gaming influences students' financial decision

making, spending patterns, and overall financial literacy.

Summary

Impact of Mobile Legends Gaming on Financial Behavior:

The study revealed that frequent Mobile Legends gaming does have an influence on

students’ financial management behavior, but the effects vary from person to person. For some

students, gaming encouraged impulsive spending, particularly on in game purchases. These

students were more likely to spend their allowance or savings on virtual items, sometimes at the

expense of their real world financial responsibilities. However, other students exhibited

improved decision making skills as a result of their gaming experiences. The strategic nature of

the game—requiring planning, resource management, and teamwork—appeared to help certain

players develop better financial foresight, such as being more mindful of their spending or

considering the consequences of their financial choices.

Financial Literacy and Decision Making Skills:

The research found that students with higher gaming exposure often displayed contrasting

financial behaviors. While some struggled with impulsivity, others demonstrated enhanced
critical thinking and problem solving abilities, which reflected positively in their financial

management skills. However, the study also indicated that students with less gaming exposure

generally exhibited more stable financial behaviors, suggesting that while gaming can foster

strategic thinking, it also carries the risk of promoting compulsive spending habits. This

underscores the dual influence of gaming—offering both potential benefits and risks depending

on how players engage with the game.

Correlation Between Gaming and Financial Management:

The results of the Pearson correlation analysis showed a moderate relationship

between Mobile Legends gaming and financial management behavior. This indicates that while

gaming does impact financial habits, it is not the sole determining factor. Other variables—such

as financial literacy, parental guidance, and personal discipline—also significantly shape

students' financial behaviors. The correlation suggests that while gaming can influence spending

habits, its effects are complex and vary based on individual player experiences.

Differences Between Frequent and Infrequent Gamers:

The t-test results revealed a noticeable difference in financial management behaviors

between frequent and infrequent gamers. Students who played Mobile Legends frequently were

more likely to engage in spontaneous spending, often prioritizing in game rewards over their

real life financial needs. On the other hand, infrequent gamers displayed more disciplined

financial habits, as they were less exposed to the temptations of in game microtransactions. This

finding suggests that the frequency of gaming plays a key role in influencing financial

behaviors, with more frequent gaming increasing the likelihood of impulsive spending.
Recommendations

Based on the study's conclusions, the following recommendations are proposed:

For Students:

It is recommended that students become more aware of their gaming related spending

habits. They should consider setting personal budgets or limits for in game purchases to avoid

impulsive spending. Schools could also organize financial literacy seminars or workshops,

incorporating lessons on responsible gaming and money management. This would help students

become more conscious of how their gaming habits influence their financial behaviors.

For Parents:

Parents are encouraged to monitor and guide their children’s gaming activities,

especially when it comes to in game purchases. Setting boundaries, such as limiting gaming time

or establishing weekly spending caps, could help students develop healthier financial habits.

Additionally, parents could engage in open conversations about financial responsibility,

teaching children how to prioritize needs over wants and avoid unnecessary in game expenses.

For Educators and School Administrators:

Schools should consider integrating financial literacy into the curriculum. Educating

students on topics such as budgeting, saving, and responsible spending could help education

them make more informed financial decisions. Hosting interactive workshops or incorporating
gaming related scenarios into financial lessons could make the content more relatable and

engaging for students.

For Policymakers:

Policymakers should consider implementing regulations on in game purchases aimed at

protecting younger players. This could include measures such as spending notifications,

purchase limits, or parental approval for minors. By introducing safeguards, policymakers can

help prevent students from making impulsive financial decisions while gaming.

For Future Researchers:

Future studies could expand on this research by exploring the long term financial impacts

of mobile gaming on students as they transition into adulthood. Additionally, conducting

qualitative research through interviews or focus groups could provide deeper insights into

students’ personal experiences with gaming and money management. Future studies could also

examine how gaming influences other financial behaviors, such as saving or investing habits.

Overall, the study highlights the complex relationship between Mobile Legends gaming

and financial management behaviors. While gaming can foster strategic thinking and improve

decision making skills, it also carries the risk of promoting impulsive spending habits,

particularly among frequent players. Therefore, it is essential for students, parents, educators,

and policymakers to work together in promoting responsible gaming and financial literacy. By

fostering awareness and providing financial education, students can develop healthier spending

behaviors, equipping them with the skills necessary for responsible financial management in the

future.
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