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Republic of the Philippines

Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

EXPERIENCE OF MOBILE LEGENDS PLAYER

REVEALED

A Research Project

Presented to the

Faculty of Senior High School Department

Aguisan National High School

In Partial Fulfilment

Of the Requirements for the

Inquiries Investigation & Immersion Subject

By:

BREN LOUIE BALENDRES

JUSTIN JAMANDRE

ADRIAN BAYLAR

ARRIANE VILLARIAS

KIDAN ALILAIN
Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

CHAPTER I

INTRODUCTION

Background of the Study

Mobile Legends Bang Bang started its release last July 11,

2016. Since then, it has been a fan favorite by a lot of players,

especially in Asia. Shanghai Muxi Technology Co., Ltd, or Moonton, is

a gaming company in China that developed the game. The company

was only established in 2014 and had already launched a lot of games

in multiple countries and regions where they reached the top 10

results in rankings. Mobile Legends is still the most popular game

that Moonton has released to date. The company aims to continue to

create world-class mobile games for players around the world and

develop games that people will enjoy (Shanghai Muxi Technology Co.,

Ltd retrieved at https://games.lol/).This game is very popular in Asia

especially in the Philippines according to the google play store about

500+M are known downloaded on this platform.

Mobile legend is created by China developer is Moonton

Technology Co.Ltd and shanghai mulong network and technology

Co.,ltd. July 11, 2016.Mobile legend bang bang is a game designed

which only for phone.this game has two opposing teams to defend the
Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

base so as not taken down by the opponent.(Moonton, Mobile Legend,

2016).

For instance, Some of the students in Aguisan national

highschool a players of mobile legends put too much emphasis on

winning the game then they might get triggered by their teammates

that cause them to be aggressive, sometimes they are playing during

class hours, since Mobile legends is very popular and in demand to

teenagers students the researcher decided to explore the experiences

of mobile legends players as pursued in the title "Experience of Mobile

Legend Players Revealed".

Statement of the Problem

The researcher aims to reveal the experience of mobile legends

player. Specifically, this study seeks to answer the question.

1. In what ways do Mobile legends players describe their

experiences?

2.How many sessions a gamer spends on playing online games in terms of:

A. Average time span of playing online games

B. Length of period of playing online games

Assumptions of the Study

Mobile legend players have varied experiences in playing of

mobile legends.

Theoretical Framework
Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

This chapter exhibits some theory connect to the research

study.

Operant Conditioning (B.F Skinner)- Skinner’s theories can

create sometimes addicting rewards systems. The idea of active

motivation - the “causes” Skinner creates through extrinsic motivation

to get an exact effect. This classic game employs rewards in thoughtful

ways that create activity loops of gameplay without abusing the

player's motivations. Battling enemies/opponent gain more experience

points (EXP) to level up and gain gold to buy new heroes to use in rank

game or normal game. This leads to activity loops because not being

rewarded, immediately motivates players to grind to "grind" or

continue to battle certain opponents in attempt to win the game.

Furthermore, there are optional rank game that can give you a tier or

even progress the game. The game is another form of operant

conditioning, where beating certain opponents progresses the game.

This in its own way reward to the player as it changes what actions

(the "cause ") the player will take (Zook, 2018).

Conceptual Framework

The figure below will be prepared to show the variables that

were used in the study. It is showing the player and its environment.

The immediate environment is when the player plays for satisfaction

like playing with friends. The Olympics/tournament environment is


Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

the player play for the team to get rewards, and the player play for its

country, barangay, or division that the player belongs.

Scope and Limitation

The researchers would only focus in the school of Aguisan national

high school. This research is focus on what players are experiencing

about playing mobile legends and to conduct interview to those who

participated in division tournament of mobile legends.

Olympics/Tournament
Environment

Immediate Environment

Mobile Legend
Players

Significance of the Study


Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

The study will help the students have an insight on the experience of mobile

legends player towards their academic performance.

The researchers expressed the value of the research study and

this is where the significant contribution of the result was

enumerated.

This research study will beneficial to the following:

Teachers. The result of the study can give them ideas on how

the effects of mobile legends on the performances of the students

based on their experiences. This will also give them the idea on the

motivation and satisfaction that the type of game is given, thus, will

guide them to provide intervention and alternative in catering online

and mobile games students study.

Students. The result of this study can give them ideas and

information about how player experience of playing mobile legends.

They will also be informed on the satisfaction and motivation does this

mobile game provides. On the contrary, the results will also convince

students on how to minimize or manage playing the game and use as

an advantage in their study.

Parents. This study can give them information and awareness

about their child experiencing of playing mobile legends.

Future researcher. This study will provide baseline data

needed for future researches and studies related to this one.


Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

Definition of key terms

Experience. Conceptually, this refers to the process of getting

knowledge or skill that is obtained from doing, seeing, or feeling

things, or something that happens which has an effect (Cambridge

press, 2020).

Operationally, this refers to the participants’ responses from the

interview.

Mobile Legends. Conceptually, this refers to a mobile game

created by China developer is Moonton Technology Co.Ltd and

Shanghai Mulong Network and Technology Co.ltd. on July 11, 2016. It

is a game designed which only for phone (Moonton, Mobile Legend,

2016).

Operationally, this refers to the mobile game that the

participants are playing where they based their experiences.

Player. Conceptually, this refers to a person who plays a game

(Merriam webster, 2020).

Operationally, this refers to the participants of the study who

play Mobile Legends.


Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

CHAPTER II

REVIEW RELATED LITERATURE

This chapter exhibits some related literature connect to the

research including themes to be used in the study like satisfaction

positive and negative experience and some related studies.

Satisfaction

Possibly one of the most satisfying and best mobile games as of

now. Mobile Legends is pretty easy to play, mobile legend game can

also play with friends. You can also receive reward like a bet when you

play with friends or when you join in the tournament as a team.

Mobile Legends is very popular and in demand in asia especially in

the Philippines. In fact, until June 23,2017 total of 12,675,696


Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

accounts are known to have downloaded this game on the Google play

store (Universitas Muhammad, Malang, ND)

Positive experience

This is a worldwide game, many person play it. It is an online

game and can be played on PC or smartphones. You can also make a

team and join tournament games to win all the winning prizes. Some

say that it can be harmful to a person. But think of it, playing mobile

games have positive effects to the players. Researchers came up with a

study to show that there is also an effect in mobile games (ML) to the

behavior and health of students. There are positive and negative

effects. Positive effects: improving brain functions and educating

children (Emano, ND)

Dockril (2012) stated that students who regularly spend time

playing mobile games are developing analytical and problem solving

skins that can also help them in their school work. He also said that

when you play online/mobile games you're solving puzzles to move to

the next level and that involves using some of the general knowledge

and skills in math, reading and strategic analysis that you're been

taught during the day.

Negative experience

But think of it, playing mobile games like mobile legends have

negative effects to the player. Such as insomnia, lack of sleep, always


Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

feeling tired, stressed and weight loss are the common negative effects

in playing mobile legends. Because of playing mobile legends it may

affect your personality there's a possible that you will be more

aggressive (Senpai, 2019).

It can cause distraction while performing another important

activity, affecting social interaction, sleep problems and loss of

productivity (Sunstar Ph, 2019). Negative experience can be avoided

by your child, just guide them well and make a schedule for their

games. You could set up a time for their mobile games and family

outdoors. Through that activity, the interaction of the child to their

mobile games can be avoided or lessen (Emano, ND)

Related studies

Mobile games have become one of the most important

entertainment tools for children, teenagers students and even adults

all around the globe allowing access to the virtual world with

unlimited possibilities, mobile games compulsively attract many

people. In fact, they have become an Integral part of human society. In

other words, by providing virtual fun and entertaining environments

(Demirbileka & Lema Taner, 2018)

Also in the article of Kimberly Young (2009), excessive gaming

has been identified as a specific subtype of Internet addiction

(Block,2008)." Video game may look innocent, but they can be


Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

addictive as gambling or drugs and just as hard to kick". Explained by

Keith Bakker, director of Amsterdam. Based Smith and Jones

addiction consultants and founder of the center.

According to the USA Today Network (2018), the world health

organizations says that compulsively playing mobile/online games

now qualifies as a new mental health conditions; in a movie that some

critics warn may risk stigmatizing too many young players.


Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

CHAPTER III

METHODOLOGY

This study aims to reveal the experience of player in playing mobile

legends: hence this chapter will elaborate the methods and techniques

that are used in this study.

This study focuses primarily on players of mobile legends in

Aguisan National High School.

Research Design

The study will use a phenomenology qualitative research design.

This method describes human experience to a certain phenomenon and

happenings in their lives (Olea, Mirasol, Tyrrell & Ganall, 2019). This is

an approach to explore the experiences of ML players through an

interview.

a. Sampling

Purposive sampling will be employed in the study. According to

Faltado, Bombita, Boholano, and Pogoy (2016), they described this kind

of sampling as a judgement which uses practical considerations in

choosing the participants. The researchers will advance the following

considerations: (1) Participant who will play mobile legends and join in

the division tournament in school; and, (3) The student who play since

season 1 for more experiences to explore.


Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

Data Collection

The researchers collect data using Interview from the player of

mobile legends in aguisan national high school.

Interview According to (Ary, 2010) interview is one of the most

often used and basically methods for obtains the qualitative data and

used to gather the data about opinion, beliefs, and feelings about

situation in their word. (Ary, 2010) divided interview into 3; semi or

partially structured interview, unstructrured interview, and structured

interview. Interview in which the areas of interest are selected and

questions are formulated but the interviewer may modify the question

format during the interview process is called

semi structured interview. While the instructured interview questions is

interview that occurred from the situation. Structured interviews are

more schedules in specific goals to get certain data from the subject. The

researcher conducted the interview in collecting the data to explore the

experience of Mobile legends player.

Instrument of the study

The study used an interview guide as an instrument for this study.

The Interview Guide Creating an interview guide helps interview research

in a number of ways. An interview guide is simply a list of the high-level


Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

topics that you plan on covering in the interview with the high level

questions that you want to answer under each topic (Bird, 2016).

There were several questions asked as points of discussion to help

guide the interview. The guiding interview questions were intentionally

developed as open-ended in order to elicit thoughtful storied responses.

However, as each interview unfolded, follow-up questions that were not

pre-determined were asked to further probe for long uninterrupted

narratives.

Locale of the study

This study will be conducted in Aguisan National High School

located in Aguisan Himamaylan Negros Occidental.

Aguisan NHS

Figure 1. A map showing the locale of the study which is Aguisan

National High School.


Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

Respondents of the study

Purposive sampling technique is using to decide the respondents of

the study.the technique involves hand picking subjects that is usually

suit very specific intensions.Purposive sampling (also known as

judgment, selective or subjective sampling) is a sampling technique in

which researcher relies on his or her own judgment when choosing

members of population to participate in the study.(ashly

crossman,2019).

The process of selecting respondents is non-probability sampling in

which not all the students has an equal chance of being selected.

The researchers will select a player of mobile legends as a participants.

Data Analysis

Data taken from the interview will be analyzed based on Creswell

(2014) proposed steps in data analysis. (1) Organize and prepare the data

for analysis which include transcribing of interviews, typing of data, and

arranging data depending on the sources. (2) Look and read at all data.

This provides a general sense of the information and an opportunity to

reflect on its over-all meaning. (3) This step starts the coding process. In

this process, the data are organized by bracketing chunks of word


Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

representing a category. (4) The use of coding process helps to generate

description of the setting and the people as wells as categories or themes

for analysis. (5) This process presents the descriptions and themes. The

themes are further discussed in detail with interconnected themes. (6)

This final step involves making interpretations and meanings. These

meanings could be derived from a comparison of these findings with

information taken from other literature and theories.

Interview Guide/Protocol

Interview:

Interviewer:

Date:

Time:

Place:

Purpose: This interview aims to reveal the experiences of mobile legends

player in Aguisan National Highschool

Instructions:

1. Consider the availability of the interviewee. If possible, set an interview

schedule.
Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

2. Be polite in conducting the interview.

3. Ask questions clearly.

Good morning!

How do you feel today?

Are you ready for the interview?

Please tell me about your experience of playing mobile legends.

Following are examples of interview questions used as an initial guide

for the interviews with the participants:

1.Tell me about your day.

2.Describe what are you doing before you play ML.

3.How long have you been playing mobile legends

4.How often do you play Mobile Legends.

5.What part attracts you the most in ML.

6.Whats the biggest problem in Mobile legends.

7.describe the problem you've met.

8.How do you solve that problem.

9.Besides Mobile legends, is there other game(s) in different genres

have you played.

Thank you for your time…


Republic of the Philippines
Department of Education
Region VI - Western Visayas
Schools Division of Himamaylan City
AGUISAN NATIONAL HIGH SCHOOL
Senior High School Department

How would I contact you if I have some clarifications?

References

1. Moontoon, The mobile legend is created by china developers.

(2016). https://games.lol/

2. Zook , relate the theory of B.F skinner, operant conditioning to the

game. (2018). https://www.simplypsychology.org

3. Dockril, stated that the player are developing analytical and

solving skills. (2012) https://www.sciencalert.com

4. Kimberly Young, stated that there has a negative effects of playing

games. (2009). https://www.researchgate.net

5. Ary, explain the interview in this study. From the book of

“Introduction to Research Education”. (2010).

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