Sunteți pe pagina 1din 29

1

CHAPTER I
INTRODUCTION

Background of the Study

In this new era of technology, games have become an integral part of a mobile

device for almost half a decade now. Its commercial birth was in the 1950s for a science

fair as a technological oddity, gaming has blossomed into one of the most profitable

entertainment industries in the world, the nature of the games sparked competition among

players, who could record their high scores with their initials and determined to mark

their space at the top of the list and multiplayer gaming rise (Chikhani, 2015).

Mobile game is a computer game that can be played on a mobile device. Mobile

devices encompass such diverse systems as mobile phone, PDAs, ultra-mobile PCs, or

any other type of handheld device that provides a raster display and facilities for user

input (Doolan, 2009). Mobile game has been consistently developing with growing

number of mobile platforms and their capacities. It has become more popular among

teenagers. At first mobile games cannot be played online but because of the advance

thinking of the creators, they made a way to enhance the mobile games in order for them

to become more modernized. The continued development of technology is making online

games more vivid and exciting, and this certainly is a pleasure for gamers the world over

(Moran, 2015).

According to Dal Yong Jin (2008), online gaming are distinct from video and

computer games in that they are normally platform independent, relying solely on client-

side technologies. As time passes by, online gaming expands and develops continuously
2

that it already became one of the top grossing activities that people do especially the

teenagers. As a matter of fact, online gaming has become one of the most addictive

Internet activities to date according to Chiou & Wang (2006) since it is more accessible

almost everywhere at any time and all range of age are now possible to become addicted

in playing online mobile games which can affect their social life. Carter (2017) said that

video games can offer players a much-needed escape from the daily grind involving

work, family, education, and other important life responsibilities.

Abbas (2017) stated on his research proposal about the “Effects of Online Game

Addiction to the Students of the Senior High School of Southern Christian College” that

there are two types of gaming which are “excessive gaming” and “addictive gaming”.

The difference between the two is that two gamers may play for an identical number of

hours each day, but their psychological motivation and the meaning that gaming has

within their lives can be very different. With this, people are getting more involved in

playing online mobile games just like what Castillo and Dumrique (2018) mentioned that

online gaming is one of the widely used leisure activities by many people.

Because of the pleasure and excitement that the games give to them, sometimes

excessive playing of online mobile games can have an impact to their social and most

especially as a student in a positive or negative way depending on the students like what

the BS Psychology students of Don Mariano Marcos Memorial State University- South

La Union Campus stated on their research, “students have their own attitude towards

learning and achieving a high level of academic performance” (Picar, Sobremonte &

Ulat, 2012). People cannot conclude that if a person is an excessive gamer or someone
3

who plays online mobile games do not perform in school well and has a problem with his

or her social life.

In line with this, the researchers studied the things related with their chosen topic

which was the impact of playing online mobile games to the social life of the Grade 11

students of Don Mariano Marcos Memorial State University- South La Union Campus,

Laboratory High School and the possible solutions to this issue. In addition, this research

paper can potentially help the students share their points of view in order to provide

clarity and facts regarding the said topic for the community to comprehend.

Significance of the Study

This study is significant to numerous individuals in the society. This research

determines the impact of playing online mobile games to the social life of the students,

and possibly, the solutions to this growing social issue. This can help them sharpen the

mind and broaden the academic community that can be of help in their future endeavors.

Specifically this research will also help the following:

For the students, they will be opened to the world and perspective of those who

are playing online mobile games. They will be able to give awareness and helpful

conclusions and opinions to the topic at hand to be able to prevent them from being

addicted and from happening again in the future.

For the teachers, they will be able to properly determine the needs of the

students. They will be able to establish an amicable yet professional student-teacher

relationship, whereas the students trust and accept the criticism and advices of the

teacher.
4

For the parents, they will be able to know possible issues and problems of their

children towards the excessive online mobile gaming. They will be able to properly guide

them and solve the problem for the betterment of mental, social, and emotional aspect of

their child.

Scope and Delimitation

This study looked into the online mobile games that the respondents play, the time

they spent in playing online mobile games, the factors that influenced the students to play

and the impact of playing online mobile games to their social life. The respondents are

limited only to the Grade 11 Humanities and Social Sciences and Science and

Technology, Engineering, Mathematics students of Don Mariano Marcos Memorial State

University South La Union Campus Laboratory High School in the town of Agoo,

Province of La Union. This study includes only the information that is connected to the

chosen topic of the researchers.

Conceptual Framework

This study looked into the reasons why the respondents from the Grade 11

students of Don Mariano Marcos memorial State University- South La Union Campus

Laboratory high School play online mobile games, factors that influenced them in

playing online mobile games, the kinds of online mobile games that the respondents play,

the time they use in playing online mobile games, and the impact of playing online

mobile games to their social life.


5

1. Reasons why
the respondents 1. Kinds of online
play online mobile games Impact of playing
mobile games. they play online mobile
games to the
2. Factors that 2. Time used in social life of
influenced them playing online students
to play online mobile games
mobile games

Figure 1. Paradigm of the study

The first box contains the reasons why the respondents play online mobile games

and the factors that influenced them to play online mobile games where both plays a great

role why the respondents started playing and play even more.

The second box includes the kinds of online mobile games that they play and the

time used in playing online mobile games which was greatly affected by their reasons and

the factors that influenced the respondents to play.

And the last box is about the impact of playing online mobile games to the social

life of the respondents which is greatly affected because of playing online mobile games.

The reasons why the respondents play online mobile games and the factors that

influenced them to play

The kinds of online mobile games that the respondents play and the time they use

in playing online mobile games affects the online mobile games that they play and the

time they use in playing online mobile games which has an impact to the social life of the

respondents.
6

Statement of the Problem

This study determines the reasons why the Grade 11 students play online mobile

games in the Laboratory High School. Specifically, this study also answers the following

questions:

1. What are the profile of the respondents in terms of:

 Age

 Gender

 Section

2. What are the online mobile games that the students are playing?

3. What is the amount of time that the students spend for playing online mobile

games?

4. What are the factors that influence the students to play online mobile games?

5. What are the impacts of playing online mobile games to the social life of the

respondents?
7

CHAPTER II
METHODOLOGY

Research Design

This study used Mixed Method which involves collecting, analyzing, and

interpreting quantitative and qualitative data in a single study or in a series of studies that

investigate the same underlying phenomenon (Leech & Onwuegbuzie, 2008). Descriptive

design was used as an approach for this study which is a scientific method which

involves observing and describing the behavior of a subject without influencing it

anyway as stated by Shuttleworth (2008). The researchers used this method because it

aims to know and understand the reasons of the students why they play online mobile

games and why are they so into it.

The survey questionnaire used identified the profile of the respondents in terms of

age, gender, section, the time used in playing online game and the kinds of online mobile

games that they play. The interview guide helped the researchers for the interview in

knowing the things that influenced the respondents why they started playing online

mobile games and to know also the impacts of playing online mobile games to the social

of the respondents.

Locale and Population of the Study

This study was conducted at Don Mariano Marcos Memorial State University-

South La Union Campus-Laboratory High School located at Barangay Consolacion,

Agoo, La Union. The respondents for this study came from the Grade 11 HUMSS and

STEM Senior High School students. The total population of the respondents was 75
8

where 51 were girls and 24 were boys. Their age was ranging to 16-19 years old. This

study was conducted in the second semester of the school year 2018-2019.

Data Collection and Procedure

The researchers used a survey questionnaire to answer the questions related to the

topic. A survey questionnaire is a type of data gathering method that is used to utilized to

collect, analyze and interpret the different views of a group of people from a particular

population (Sincero, 2008). The researchers distributed survey questionnaires to the

Grade 11 students of Don Mariano Marcos Memorial State University-South La Union

Campus- Laboratory High School that contains a set of questions about the topic of this

study. The survey questionnaire was divided into two parts where the first part contains

set of questions about the profile of the respondents while the second part contains the list

of possible online mobile games that the respondents play and a question about the time

they spend in playing online mobile games. The researchers used the Total Enumeration

sampling in getting the respondents which means that all data will be collected from all

elements of the population (Kulshreshtha, 2013).

An in-depth interview was conducted also after the survey in order for the

researchers to understand the students why they play online mobile games. In-depth

interview is conducting intensive individual interviews with a small number of

respondents to explore their perspectives on a particular idea, program, or situation

(Boyce and Neale, 2006). The questions in the interview were about the reasons of the

respondents why they play online mobile games, opinions about gaming, who or what

influenced them to play online mobile games and what are the impacts of playing online
9

mobile games to their social life. The researchers used Purposive sampling in choosing

10 respondents who came from the Grade 11 students of Don Mariano Marcos Memorial

State University- South La Union Campus, Laboratory High School. Purposive sampling

according to Crossman (2018) is a non-probability sample that is selected based on the

characteristics of a population and the objective of the study and is also known as

judgmental, selective, or subjective sampling.

Data Analysis

The study identifies the different kinds of online mobile games that the students

are playing and the time used in playing online mobile games. Survey questionnaires

were prepared to facilitate the gathering of data and were treated using frequency count

and ranking.

The data in the interview were analyzed using verbatim and thematic analysis.

The study also identifies the reasons of the students why they play online mobile

games, who or what influenced them to play online mobile games and to know the impact

of playing online mobile games to their social life. Interview questions were prepared to

facilitate also the gathering of data and were treated using verbatim analysis where the

answers of the respondents were recorded throughout the interview and their answers

were written and discussed in the Chapter 3 of this research paper exactly.
10

CHAPTER III
RESULTS AND DISCUSSION

In this chapter, the answers and the results of the survey and interview conducted

is discussed. The data were gathered from the answers of the students from Grade 11

HUMSS and STEM of Don Mariano Marcos Memorial State University- South La Union

Campus Laboratory High School.

The data gathered from the survey will be treated using frequency count and will

be shown with the use of tables and will be discussed further in order to get the results

from the profile of the respondents, the online mobile games that they play and the time

they spent in playing online mobile games.

Table 1 shows the number of the respondents who are male and female from

Grade 11- HUMSS and STEM. The numbers of male respondents from HUMSS are 11

and 13 were from STEM with a total number of 24 male respondents from both grade and

strand. There are 25 female respondents from HUMSS and 26 from STEM for a total of

51 female respondents. 21 out of the 24 male respondents are playing online mobile

games while 38 out of 51 are female respondents who are playing online mobile games.

The table shows that more than half of the population of the respondents is playing online

mobile games. The result tallied in Table 1 proves that playing online mobile games does

not have sex or gender. That people of any gender or sex could play online mobile games.
11

NO. OF
SEX HUMSS STEM TOTAL
STUDENTS
PLAYING
MALE 11 13 24 21

FEMALE 25 26 51 38

TABLE 1. SEXES OF THE RESPONDENTS AND THE NUMBER OF STUDENTS’ PLAYING

Table 2 shows the frequency of the respondents from the Grade 11 HUMSS and

STEM students of Don Mariano Marcos Memorial State University- South La Union

Campus Laboratory High School whose age is ranging from 16 to 19 years old and the

number of students who are playing online mobile games and those who are not based on

their age. There are 27 respondents are under the age of 16. Out of the 26 respondents,

there are 23 students who are playing online mobile games and 4 students are not playing.

Under the age of 17 there are 46 respondents where 35 are playing and 11 respondents

are not playing. For the third row of the table, there are no respondents who are under the

age of 18. And lastly, 2 respondents from Grade 11 HUMSS and STEM are at the age of

19. The first one is playing while the other one is not. The table also shows that the

respondents who are 17 years of age have the highest number of students who are playing

online mobile games. The table clearly shows that people especially the teens of the

Laboratory High School whose age are 16 to 17 years old were the ones who were

playing online mobile games.


12

NO. OF NO. OF
AGE FREQUENCY RESPONDENTS RESPONDENTS
WHO ARE WHO ARE NOT
PLAYING PLAYING
16 27 23 4

17 46 35 11

18 0 0 0

19 2 1 1

TABLE 2. AGE OF THE RESPONDENTS AND NUMBER OF RESPONDENTS WHO PLAYS AND DON’T

Table 3 shows the list of online games that the researchers put in the survey sheet.

There are 7 online mobile games in different types that are assumed to be played by the

respondents. Those online mobile games that were listed are games that are popular

among students. The types of the games listed are strategy, role-playing games,

simulation and augmented reality online games.

Clash of Clans has 25 players in total where 16 were from STEM and 9 were from

HUMSS and it is the third one that has the highest number of gamers. There are 12

gamers who play Player Unknown Battle Ground or the so-called PUBG by the players

where 8 were from STEM and 4 were students from HUMSS. The third game on the list

is the Rules of Survival, a multiplayer battle royale game; it has the least number of

gamers since there was only 1 student who plays this game in STEM and 3 from

HUMSS. 33 students were playing Mobile Legends where 22 were from STEM and 11

were from HUMSS. Candy Crush has the highest number of gamers where 12 were

playing from STEM and 25 from HUMSS with a total number of 37. Sims is a simulation

game that was played by 8 students from STEM and 5 students from HUMSS with a total

number of 13 players. And lastly, Pokémon Go has a total number of 10 players where 5
13

were from STEM and the other 5 were from HUMSS. Candy Crush has the highest

number of respondents who are playing which has 37 players, Mobile Legends is the

second one with a highest number of players which is a total of 33 players and the last

game that has the highest number of players is Clash of Clans with a total of 25 players.

With this result, it shows that the type of games that most of the respondents play were

more on strategy, role-playing games and puzzle games.

LIST OF GAMES STEM HUMSS TOTAL FREQUENCY

CANDY CRUSH 12 25 37 37/75


MOBILE LEGENDS 22 11 33 33/75
CLASH OF CLANS 16 9 25 25/75
SIMS 8 5 13 13/75
PLAYER
UNKNOWN
8 4 12 12/75
BATTLE GROUND
(PUBG)
POKEMON GO 5 5 10 10/75
RULES OF
1 3 4 4/75
SURVIVAL
TABLE 3. LIST OF ONLINE GAMES

TIME SPENT HUMSS STEM TOTAL FREQUENCY

0 – 30 mins. 11 12 23 23/75

2 – 3 hours 9 12 21 21/5

31 mins. – 1 hour 12 6 18 18/75

4 – 5 hours 3 4 7 7/75

6 – 7 hours 1 4 5 5/75

8 hours 0 1 1 1/75

TABLE 4. TIME SPENT IN PLAYING ONLINE MOBILE GAME


14

Table 4 shows the time spent by the respondents in playing online mobile games.

From the HUMSS strand, there were 11 students who plays around 0 to 30 minutes while

12 were from STEM. For around 31 minutes to 1 hour, there were 12 respondents who

were playing online mobile games from HUMSS and 6 from STEM. There were 9

students from HUMSS and 12 students from Stem are playing online mobile games for

around 2 to 3 hours. For about 4 to 5 hours, 3 students were from HUMSS while 4 were

from STEM. There are students who are playing online mobile games for about 6 to 7

hours where 1 came from HUMSS and 4 were from STEM. And lastly, there were only

one player who came from the STEM strand who are really into playing online mobile

games since this student is playing for about maximum of 8 hours. As shown in the table,

there were still people or students who are not playing online mobile games and who are

not that fond of playing but still plays online mobile games for a couple of minutes.

For the interview, the data that were gathered will be discussed and explain

thoroughly by the researchers. The answers of the respondents were analyzed using

verbatim analysis. There were 10 selected Grade 11 students from HUMSS and STEM

that was selected with the use of purposive sampling. The respondents that were chosen

by the researchers play online mobile games starting from 4 – 8 hours. The selected 10

respondents answered the questions prepared and made by the researchers that will

answer all of the research questions stated in the first chapter of this study.
15

Factors that Influenced the Respondents

FACTORS THAT INFLUENCED FREQUENCY


THE RESPONDENTS
CLASSMATES 3/10

SIBLINGS/FAMILY 3/10

FRIENDS 6/10

LEISURE 1/10

CURIOSITY 1/10

TABLE 5. FACTORS THAT INFLUENCED THE RESPONDENTS

During the interview, the researchers asked the 10 selected respondents about the

persons or the things that influenced them to play online mobile games. Listed in table

number 5 are the factors that influenced the respondents based on their answers during

the said interview. As for the result, 6 out of the 10 respondents for the interview said that

they were influenced by their circle of friends, 3 said that their classmates were the ones

that influenced them and another 3 said that it was their family who made them play

online mobile games. For the other answers, it was their curiosity that made him start to

play online mobile games and the last one was they played online mobile games for

leisure. Based from the answers of the respondents, it shows that it was the people who

surround them almost every day were the ones that influenced them to start playing

online mobile games.

The people are very powerful in terms of influencing others to do some sort of

things whenever it is neither good nor bad especially those that surrounds you almost

every day just like what the table number 5 shows. Almost all of the respondents said that
16

they were influenced by their friends, siblings or their family and even their classmates.

Those persons who influenced them are the persons whom they are with almost every

time. The result just proved that people are very effective in terms of influencing others

especially those who are just around them.

Reasons in Playing Online Mobile Games

All of the people have reasons why they are doing something. The researchers

asked the respondents about their reason why are they playing online mobile games.

Based on the result, there are 4 students who answered that they are playing online

mobile games because it serves as their stress reliever. So it means that the respondents

want to lessen the different kinds of stress they face or feel especially in the school that is

why they play online mobile games because it can also give pleasure and entertainment to

the students just like what the 5 respondents said during the interview. To prove this

statement, “Siguro ano uhm…yung stress reliever ganon tapos entertainment nadin at

syempre may parang mas na encourage ka kase may rank rank ngay ganon.” Respondent

1 answered during the interview. This means that the students want to have a sense of

enjoyment. Another reason of the respondents why they play online mobile games is for

past time; this means that they want to keep themselves busy in playing online mobile

games during their free time. The rest of their reasons were playing online mobile games

is already their hobby, for escaping the real world, for them to have a bonding time with

their family and friends and lastly, they play online mobile games because they feel

encouraged to play even more because of the rankings that the game has because of their

eagerness to achieve a higher rank that is why they play even more until they reach the

top one in the rank.


17
17

Impact of Playing Online Mobile Games to the Social Life

To be able to know how playing online mobile games affect the social life of the

respondents, the researchers asked them the question “What do you think is the impact of

playing online mobile games to your social life?” during the interview.

The impact of playing online mobile games to the social life of the respondents

are enumerated and discussed below which are all based on their answers during the

interview.

Antisocial

Since a lot of people are getting into playing online mobile games, they tend to

focus more in playing rather than interacting with other people especially their families

and friends just like what the respondents experienced. Because of playing online mobile

games, the way they interact with others already lessened which led them to become

antisocial persons just like what most of the respondents said when the researchers

interviewed them. More than half of the respondents became antisocial because of

playing online mobile games. One respondent said that before, he is active in socializing

but since he got addicted into playing online mobile games, his interaction with others

already lessened. Another said that instead of talking and enjoying the company of his

friends, he chooses playing over talking to them. One also said that she chooses playing

online mobile games rather than eating lunch with her friends. There was also one

respondent who said that when she is already playing online mobile games, she cannot do

the things that she needed to do especially for other people because her focus is already in

the game. They also answered that the way they interact with other people already
18
18

lessened and the reason was because of online mobile games. With these answers, we can

already see how playing online mobile games has a great impact on the social life of the

respondents.

In contradiction, there were 3 students who said that the impact of playing online

mobile games to their social life was good because they were able to socialize more in

playing online mobile games. Based from the answers of the 3 respondents, playing

online mobile games could also help in improving their socialization skills since they are

interacting with other players in the game which they can adapt also when they play with

their friends who are playing also.

Meet new friends

For some, playing online mobile games made them antisocial. But for one out of

ten respondents said that she found a new way to meet new friends not just around her

but also in game whom she said she can play with whenever she wanted to since those

people who became her friends are always online. Because of her friends, she doesn’t feel

lonely every time she plays online mobile games and also she will not find it hard to

adjust when she is playing.

Became aggressive

Since the player is very eager to win, he or she will not let other things or people

interrupt him because for players, every points or stars they get is really important for

them because it helps them to win and move to a higher rank. When someone interrupts

them and they were defeated in the game, they became angry and sometimes aggressive.

Most of the respondents said that they feel angry whenever someone or something
19
19

interrupts them when they are playing. There is one respondent who said that playing

online mobile games made him aggressive at times especially when he loses the game.

We can see here how online mobile affects not just only the social life of the respondents

but also emotionally.

Low confidence

During the interview, one respondent said that his confidence when socializing in

game is higher compared to his confidence in socializing in real life. With this answer,

the researchers found it a negative impact to the social life of this respondent because it

can cause him to become antisocial or he will not be able to gain friends whom he can be

with since he has confidence in the game only.

Based from the answers gathered from the interview conducted by the

researchers, it proves that playing online mobile games has a negative impact to the

social life of the respondents. 1 out of 10 respondents said that playing online mobile

games is a good thing, 2 said that it has both positive and negative effects and 7

respondents answered that playing online mobile games has a negative impact to their

social life. This only means that playing online mobile games have a negative impact

more than a positive impact to the social life of the respondents.


20

CHAPTER IV

CONCLUSION AND RECOMMENDATION

Conclusion

Based on the gathered data, the researchers concluded that:

1. Most students of Don Mariano Marcos Memorial State University – South La

Union Campus Laboratory High School in Grade 11 level whose age was ranging

from 16 to 17, both male and female play online mobile games which mean that

the profile of the students does not have an effect why students started playing

and does not have an impact to their social life.

2. The top games that the grade 11 students usually play are strategic games, role-

playing games, simulation and augmented reality online games such as Candy

Crush Saga, Mobile Legends and Clash of Clans. Candy Crush Saga has the

highest number of players, mobile legends as the second most played games

among them while Clash of Clans is on the last. These games they play often have

the characteristics that appeal to the teens’ taste and satisfy their standards in a

game. These characteristics makes the players feel the eagerness to play more and

to achieve a higher rank or higher score in the game.

3. The players who play online mobile games at least have an estimated time of their

playing session. A player can spend hours in playing online mobile games

depending on their daily schedule. Once they focus on playing online mobile

games and not minding the time that they were spending in playing, sometimes it

overlaps their daily interaction with people around them. But there are still people
21

who are not playing online mobile games and there are also people who still play

online mobile games for a couple of minutes but not really into it.

4. The players of online mobile games are often influenced by their circle of friend;

friends that are already a long time player of online mobile games. They can be

influenced by their family members who are into playing. And their classmates

also are one of the big influences of the new players since they are in the same

room all day long. This means that the persons who surrounds you every day can

influence you to do something just like playing online mobile games. This is a

proof that the people you interact with everyday can be a big and effective

influence to you.

5. The main reason why grade 11 students play online mobile games is to entertain

them and to relieve stress the players feel every day. They want to feel happiness

and enjoyment by the use of online mobile games. Online mobile games also

serve as past time; the players only want to fill in their free time by playing online

mobile games. And lastly, online mobile games become an escape from the real

world.

All of the things that stated above have impacts to the life of the students’ daily

life most especially to their social life. This impact or effect can either be in negative or

in positive side. Majority of the students experienced negative effect from playing online

games but there are also some who experienced positive effect. Playing online games

causes players to interact less with the people that surrounds them every day. Once a

player started playing, the player only concentrates on the game and the player no longer

interested with the things or people that surrounds them. The more you concentrate on
22

the game, the less you socialize with the people around you; unless you socialize with the

other players in the game you’re playing. By playing online mobile games, someone can

also become aggressive. There is a big tendency of change in attitude that can also be the

reason to harm the people who surround you while playing online mobile games. Playing

online mobile games has more negative impacts than positive ones. And by this, we can

say that online mobile games do affect the social life of a person in a negative manner.

Recommendation

The conclusion of this study is useful for the next researchers who will conduct

about online mobile games that connected to this study and may guide them to address

the problems that they will encounter. Here are some recommendations to address

problems and issues in playing online mobile games to the social life:

1. Time limit or usage of mobile phones for playing online mobile games should be

executed to prevent further effects on their social life.

2. Players of online mobile games should not disregard the importance of face-to-

face socialization because the persons that they meet especially those who are

around them are the persons whom they can be with every time.

3. Distribute web links about the impacts of playing online mobile games to the

social life of a person via social networks, such as Facebook, Twitter and

Instagram. These links, upon clicked, will load their social awareness regarding

playing online mobile games and its impact to the social life of a person

immediately, giving instant engagement.


23

To the future researchers:

1. Include and add general ideas that need further studies in order for this study to

become more specific and reliable source of information.

2. Future researchers should also consider other year levels or other age groups for

their selected respondents.


24

LITERATURE CITED

Abbas, K.D. (2017, March 10). Effects of Online Game Addiction to the students of
Senior High School Students of Southern Christian College. Retrieved from
https://www.google.com/amp/s/pointguardsite.wordpress.com/2017/03/20/effects-of-
online-game-addiction-to-the-students-of-the-senior-high-school-students-of-
southern-christian-college/amp/ (Accessed September 27, 2018).

Boyce, C. & Neale, P. (2006, May). Conducting In-Depth Interviews: A Guide for
Designing and Conducting In-Depth Interviews for Evaluating Input. Retrieved from
https://www.google.com/url?sa=t&source=web&rct=j&url=http://www2.pathfinder.o
rrg/site/DocServer/m_e_tool_series_indepth_interviews.pdf&ved=2ahUKEwj1sdHn6
d7gAhXOWysKHdVYBfMQFjAAegQIBRAB&usg=AOvVaw3IGWtnV5cInEqjP7t
XDUC7 (Accessed February 28, 2019)

Carter, A. (2017, August 9). A New Addiction on the Rise: Mobile Game Addiction.
Retrieved from https://www.google.com/amp/s/www.addictions.com/blog/a-new-
addiction-on-the-rise-mobile-game-addiction/amp/ (Accessed September 27, 2018)

Castillo, J. G. & Dumrique, D. O. (2018, October 4). Online Gaming: Impact on the
Academic Performance and Social Behaviour of the Students in Polytechnic
University of the Philippines Laboratory High School. Retrieved from
https://knepublishing.com/index.php/Kne-Social/article/view/2447/5372 (Accessed
September 30, 2018)

Chikhani, R. (2015, October 31). The History of Gaming: An Evolving Community.


Retrieved from https://www.google.com/amp/s/techcrunch.com/2015/10/31/the-
history-of -gaming-an-evolving-community/amp/ (Accessed Sep 21, 2018)

Crossman, A. (2018, September 28). Understanding Purposive Sampling. Retrieved


from www.thoughtco.com/purposive-sampling-3026727 (Accessed February 28,
2019)

Dal Yong Jin. (2008). Handbook of Research on Global Diffusion of Broadband Data
Transmission. Retrieved from https://www.igi-global.com/chapter/socio-cultural-
interpretations-diffusion-use/20433 (Accessed May 22, 2019)

Doolan, Daniel C. (2009). From Single to Multiplayer Mobile Bluetooth Gaming.


Retrieved from https://www.igi-global.com/chapter/single-multiplayer-mobile-
bluetooth-gaming/21030 (Accessed May 22, 2019)

Kulshreshtha, A.C. (2013 September, 2). Basic Concepts of Sampling – Brief


Review; Sampling Frame. Retrieved from
25

https://www.google.com/url?sa=t&source=web&rct=j&url=http://www.unsiap.or.jp/e
-
learning/el_material/Agri/rap2/ag_02_03_L1_BasicConcepts_Sampling_Frame.pdf&
ved=2ahUKEwiFj8eP897gAhXZXCsKHQ-
sACcQFjAKegQIAxAB&usg=AOvVaw261hik_aaq3x9CMIrjR-IE (Accessed
February 28, 2019)

Moran, D. (2015, November 17). A Brief History of Online Games Development.


Retrieved from https://thebulletin.ca/a-brief-history-of-online-games-development/
(Accessed September 21, 2018)

Shuttleworth, M. (2008, September 26). Descriptive Research Design. Retrieved from


https://explorable.com/descriptive-research-design (Accessed February 28, 2019)

Sincero, S. M. (2008). Surveys and Questionnaires- Gathering Information Cheap and


Quickly. Retrieved from https://explorable.com/surveys-and-questionnaires
(Accessed October 4, 2018)

Statista (2016). Statistics & Facts on MMO/MMORPG gaming. Retrieved from


www.statista.com/topics/2290/mmo-gaming/ (Accessed February 27, 2019)

World Health Organization (2018). Gaming Disorder. Retrieved from


https://www.who.int/features/qa/gaming-disorder/en/ (Accessed September 17, 2018)

Book/Researches

Chiou, W.B. and Wang, C. (2006). Why are Adolescents Addicted to Online
Gaming? An Interview Study in Taiwan. CyberPsychology and Behavior (7)4, pp.
443-450

Leech N. & Onwuegbuzie A. (2008) A Typology of Mixed Methods Research


Designs, Quality and Quantity, 43(2), March, pp. 265-275.

Picar, A.M., et. al. (2012). Profile, Cellphone Usage and Academic Performance of
the College of Sciences Scholars. Agoo, La Union.
26

APPENDIX B
DON MARIANO MARCOS MEMORIAL STATE UNIVERSITY
SOUTH LA UNION CAMPUS
LABORATORY HIGH SCHOOL
AGOO, LA UNION

“IMPACT OF PLAYING ONLINE MOBILE GAMES TO THE

SOCIAL LIFE OF GRADE 11 STUDENTS OF DMMMSU-SLUC, LABORATORY HIGH SCHOOL”

March 04, 2019

Respondents,

Greetings!

We, the Grade 12-HUMSS student, is conducting research entitled “Impact of Playing
Online Mobile Games to the Social Life of Grade 11 Students of DMMMSU-SLUC, Laboratory
High School” as a requirement for our subject Capstone Research.

In this regard, we would like to ask for your permission to serve as our respondents for
our research paper. Rest assured that all of the information to be gathered will be used for the sole
purpose of the research. Confidentiality of information will be highly observed. We are expecting
for your honest response to our research question.

Thank you very much and God bless!

Respectfully yours,

Researchers:

ESTRADA, Jebedea D.

LACONSAY, Anne Margaret B.

LEANO, Alainee Kiel E.

PALAROAN, Angela Raven J.

Noted By:

DARRYL E. BAUCAS
Subject Teacher
Approved By:

Prof. MERCEDITA A. MABUTAS


LHS-Prinicipal
27

APPENDIX A
DON MARIANO MARCOS MEMORIAL STATE UNIVERSITY
SOUTH LA UNION CAMPUS
LABORATORY HIGH SCHOOL
AGOO, LA UNION

“IMPACT OF PLAYING ONLINE MOBILE GAMES TO THE SOCIAL LIFE OF GRADE 11


STUDENTS OF DMMMSU-SLUC, LABORATORY HIGH SCHOOL”

March 04, 2019

Dear Ma’am,

Greetings!

We, the Grade 12-HUMSS student, are conducting research entitled “Impact of Playing
Online Mobile Games to the Social Life of Grade 11 Students of DMMMSU-SLUC, Laboratory
High School” as a requirement for our subject Capstone Research.

In this regard, we would like to ask for your permission for our research paper to
administer our data gathering procedure to the grade-11 students of Don Mariano Marcos
Memorial State University-South La Union Campus Laboratory High School.

Thank you very much and God bless!

Respectfully yours,

Researchers:

ESTRADA, Jebedea D.

LACONSAY, Anne Margaret B.

LEANO, Alainee Kiel E.

PALAROAN, Angela Raven J.

Noted By:

DARRYL E. BAUCAS
Subject Teacher

Approved By:

Prof. MERCEDITA A. MABUTAS


LHS-Prinicipal
28

APPENDIX C
DON MARIANO MARCOS MEMORIAL STATE UNIVERSITY
SOUTH LA UNION CAMPUS
LABORATORY HIGH SCHOOL
AGOO, LA UNION

“IMPACT OF PLAYING ONLINE MOBILE GAMES TO THE SOCIAL LIFE OF GRADE 11


STUDENTS OF DMMMSU-SLUC, LABORATORY HIGH SCHOOL”

March 04, 2019

Part I. Profile of the Respondents

Directions: Fill up the following.

Name: ________________________________________ Strand:_________

Age: ___

Gender: Male ( ) Female ( ) Other: ________

A. Answer the following questions.

Do you play online mobile games? Yes ( ) No ( )

If yes, what games do you play?

Games Yes No

Clash of Clans

Player Unknown Battle


Ground (PUBG)

Rules of Survival

Mobile Legends

Candy Crush

Sims

Pokemon Go

How many hours do you spend your time in playing online mobile games? __________
29

APPENDIX E
DON MARIANO MARCOS MEMORIAL STATE UNIVERSITY
SOUTH LA UNION CAMPUS
LABORATORY HIGH SCHOOL
AGOO, LA UNION

“IMPACT OF PLAYING ONLINE MOBILE GAMES TO


THE SOCIAL LIFE OF GRADE 11 STUDENTS OF DMMMSU-SLUC, LABORATORY
HIGH SCHOOL”

INTERVIEW GUIDE

1. Why do you play online mobile games?

2. What is your opinion about online mobile games?

3. Who influenced you in playing online mobile games?

4. Do you spend most of your time playing online mobile games?

5. Does it affect your social life?

6. Have you gained friends in playing online mobile games?

7. Do you get angry if someone disturbs you while playing online mobile games?

8. Do you feel anxious if you’re not playing online mobile games?

9. Does it affect your social life?

10. What do you think is the impact of playing online mobile games in your social life?

S-ar putea să vă placă și