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CHAPTER I
INTRODUCTION
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
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
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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
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
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who plays online mobile games do not perform in school well and has a problem with his
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.
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.
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
For the teachers, they will be able to properly determine the needs of the
relationship, whereas the students trust and accept the criticism and advices of the
teacher.
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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.
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
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
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
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
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
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
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.
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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:
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?
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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
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
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.
This study was conducted at Don Mariano Marcos Memorial State University-
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
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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.
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
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
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
(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
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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
characteristics of a population and the objective of the study and is also known as
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.
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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
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
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.
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NO. OF
SEX HUMSS STEM TOTAL
STUDENTS
PLAYING
MALE 11 13 24 21
FEMALE 25 26 51 38
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
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,
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
0 – 30 mins. 11 12 23 23/75
2 – 3 hours 9 12 21 21/5
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 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.
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SIBLINGS/FAMILY 3/10
FRIENDS 6/10
LEISURE 1/10
CURIOSITY 1/10
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
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
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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
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
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
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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
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
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
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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
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
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
CHAPTER IV
Conclusion
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
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
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
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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
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
1. Include and add general ideas that need further studies in order for this study to
2. Future researchers should also consider other year levels or other age groups for
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)
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)
https://www.google.com/url?sa=t&source=web&rct=j&url=http://www.unsiap.or.jp/e
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learning/el_material/Agri/rap2/ag_02_03_L1_BasicConcepts_Sampling_Frame.pdf&
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sACcQFjAKegQIAxAB&usg=AOvVaw261hik_aaq3x9CMIrjR-IE (Accessed
February 28, 2019)
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
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
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.
Respectfully yours,
Researchers:
ESTRADA, Jebedea D.
Noted By:
DARRYL E. BAUCAS
Subject Teacher
Approved By:
APPENDIX A
DON MARIANO MARCOS MEMORIAL STATE UNIVERSITY
SOUTH LA UNION CAMPUS
LABORATORY HIGH SCHOOL
AGOO, LA UNION
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.
Respectfully yours,
Researchers:
ESTRADA, Jebedea D.
Noted By:
DARRYL E. BAUCAS
Subject Teacher
Approved By:
APPENDIX C
DON MARIANO MARCOS MEMORIAL STATE UNIVERSITY
SOUTH LA UNION CAMPUS
LABORATORY HIGH SCHOOL
AGOO, LA UNION
Age: ___
Games Yes No
Clash of Clans
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
INTERVIEW GUIDE
7. Do you get angry if someone disturbs you while playing online mobile games?
10. What do you think is the impact of playing online mobile games in your social life?