C1 C5
C1 C5
In partial fulfilment of
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
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
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,
To my closest friends who helped or supported me in any way thank you. I truly appreciate
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
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
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
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.
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.
2. What is the average total hours spent in playing Mobile Legends in a day between
gender?
2.1. Males
2.2. Females
5. Is there a significant relationship between the number of hours spent in playing Mobile
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.
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
The findings can help them find strategies to educate students in financial literacy and
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
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.
This study focuses on the correlation between Mobile legends gaming habits and its
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
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
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
Online Gaming
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
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
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
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
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
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.
the available money effectively. For example, making a budget, saving money,
managing expenses, investing, and paying obligations on time. Moreover, the financial
including planning, management and with adequate financial control, it is essential for
economic welfare.
Theoretical framework
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
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
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
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.
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,
Self-Control- The capacity to manage one's emotions, thoughts, and actions to reach specific
Time Management- The skill of effectively organizing and using time to achieve particular
Socialization- The process of acquiring social norms, values, and behaviors through interactions
Financial Management- The act of planning, organizing, controlling, and monitoring financial
Behavioral Economics- The examination of how psychological, emotional, and social factors
Self-Regulation Theory- A concept that highlights the importance of self-control and goal-
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.
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
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
Another common practice offered for developing rapport with the respondent,
especially the youth, and thus promoting ethical accountability in educational settings was
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
that they can skip questions they consider sensitive, and they are also free to withdraw from the
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
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
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-
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-
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.
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
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
All the calculations were performed using Microsoft excel to ensure accuracy and
CHAPTER IV
problems of the study titled “ Correlational Study Between Mobile Legends Gaming and
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.
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?
5. Is there a significant relationship between the number of hours spent in playing Mobile
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
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.
MOBILE LEGENDS?
Tournament fees
Gifting friends
Upgrading emblems
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.
RESPONDENTS IN A MONTH?
Average Amount Spent in Mobile Legends Gam-
ing
Others
201-500
101-200
50-100
Less than 50
None
0 2 4 6 8 10 12 14 16 18
Series1
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
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
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
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
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
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
AVERAGE SPENDING?
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
This study explored the relationship between Mobile Legends gaming and the financial
research aimed to determine whether frequent gaming influences students' financial decision
Summary
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 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
players develop better financial foresight, such as being more mindful of their spending or
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
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
students' financial behaviors. The correlation suggests that while gaming can influence spending
habits, its effects are complex and vary based on individual player experiences.
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
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.
teaching children how to prioritize needs over wants and avoid unnecessary in game expenses.
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
For Policymakers:
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.
Future studies could expand on this research by exploring the long term financial impacts
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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