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Arielyn Batara

Mariel Laurente
Eric Maltizo
Cliford Quinagoran
Chapter I- Introduction

Electronic mobile games also called as videogames are games played on


electronic gadgets or mobile devices such as tablets, smart phones, computers,
etc. Today’s generation deals with lot use of electronic gadgets. The fast growth
and advancement of modern technology nowadays consistently affects our way
of living. Our topic deals with the effects of Mobile game addiction and its
factors affecting students in some aspects of their life such as their attitude,
behavior, and academic performance. Technically, mobile games have two
classifications, the Offline Game and the Online based Games. An example of
online based game is the “Mobile Legends” which happens to be the most
popular online game among teenagers.
Background of Study
Mobile game addiction, in contrast with substance
addictions such as nicotine or caffeine addiction, is
viewed as a psychological dependence or a behavioral
addiction to the internet (Kandell, 1998; Griffiths,
2000). Several symptoms of mobile game addiction
have been identified in previous studies including
tolerance, withdrawal, negative life consequences
(social or occupational problem and relationship
difficulties) and deceit (lying about the level of use
once the problematic behaviors have been formed).
Statement of the Problem
From the rapid growth of online mobile games, lot of
problems had existed and some of them are the following:
 It became a phenomenon in our surrounding which
people nowadays are too focused with their gadgets
playing online games rather than socializing with others.
 It can be either male or female students can be affected
with the existence of mobile games.
 Online mobile game is popular among teenagers
nowadays (especially students) and people often get
addicted in playing these games.
Significance of the Study

There is particular significance from the research


that has been conducted which is to overcome all the
problems that arise among gamers most especially
students from becoming worse in the future;
Theoretical Framework

The theory that we used to help us on learning the


behavior of students in Liceo de Amulung towards
mobile game is behavioral change theory which
explains why the human behavior changes.

-John B. Watsons(behaviorist)
Scope and Delimitation

This study focuses only on the effects of mobile


game addiction, its causes, and its factors affecting
students’ behavior and academic performance as well
as their social, physical, mental, and psychological life
aspects. The targeted respondents of this research are
the students of Liceo de Amulung from grade 7 to
grade 12. The respondents of this research are
specifically students only that play mobile games.
Definition of Terms
 Addiction
 Internet
 Disorder
 Lifestyle
 Behavior
 Influential
 Mental
 Gamer
Chapter II- Review of Related Literature
 Based on the study done by Chin-Sheng Wan,
M.S. and Wen-Bin Chiou (2006)
 In other study done by Eun Joo Kim, Kee
Namkoong, Taeyun Ku and Se Joo Kim (2008)
 In United Kingdom, the research done by David
Rudd (2011)
 Ferguson, Coulson, and Barnett in a meta-
analytic review of their research.
 Researchers at the University of Rochester
investigated what motivates gamers to continue
playing video games
Chapter III- Research Methodology
 Research Design
 Respondents
 Research Locale
 Instrumentation
 Data Gathering Procedure
 Statistical Treatment

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