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Greetings!
We would like to ask for your permission to work in the research: Mobile Legend engagement As
a Factor to Boost Self- Esteem. This research is an important part of our requirements, we have
tried our best to work on it carefully and sincerely to create important research.
With your permission, we can get a very remarkable experience that will surely be useful in the
future.
Sincerely yours,
Self- Esteem
A research paper presented to the SHS department of Saint Joseph College as a partial
requirement for the subjective RES 101- Practical Research 1 by names of the groups.
Arot, Roland
Cabato, Ajay
Gatbonton, Mark
Labata, Wendell
Palima, Aljie
Pacaonsis, Stephen
Pasaylo, Jaybe
Introduction
There has been related studies indicating the diverse effects of online games towards
teenagers nowadays particularly on the studies. One of the famous online games that is
commonly played by a group is best known as Mobile Legend. It was released on July 11,
Majority of the students talked about it during vacant hours and often plan to meet a certain
computer café after class hour or even in their android phones, it is likely, Mobile Legend already
become part of their daily routine. When they are in the game, they think and feel like they are
But this study would like to examine also the relative effects of playing Mobile Legend in
relation to their self-esteem. Self-Esteem refers to the individuals overall subjective emotional
evaluation of their own world. It is the decision made by an individual as an attitude towards the
self. Self-Esteem encompasses beliefs about oneself. It cannot be derive the fact that their
interpersonal skills/relations is to improve due to its high socializing impact while playing with their
James describes self-esteem as how we view our self-image, and whether or not
we approve of it. The idea of self-esteem is defined by our concepts and how well we like
ourselves. It also links in with our inner values which define our ego that was mentioned
before. The self-image is further described as being our social roles, body image, and
personality traits.
The way that self-esteem is derived is by measuring the gap between the ideal self
and the self-image. The ideal self is a person's concept of what the perfect person should
be, as well as what they see as their full potential (usually a potential that cannot be
achieved). This ideal self may be close to a person's self-image, which would mean that
this person has a high self-esteem. The greater the difference between someone’s self-
The "Me" is a component of the self that is broken down into the Material, Social,
and Spiritual. Each of these is then broken down into Self-Seeking and Self Estimation.
The material aspect encompasses every material thing that a person values and desires.
The attainment of these materials can help someone build up their self-image. The social
aspect of the self-image that is often underestimated. However a person's role in society
can often work to shift their self-esteem in either way. Finally the Spiritual "me" is the
hardest to fully understand. It basically states that a person’s values and morals combined
with intellect can build play a role in their self-image and the "me"
theory of the social self, which includes the concepts of 'self,' 'me,' and 'I.' In this lesson,
we will explore Mead's theory and gain a better understanding of what is meant by the
terms 'me' and 'I.' We will also discuss the concept, derived out of Mead's work, of the
looking-glass self.
Mead's work focuses on the way in which the self is developed. Mead's theory of
the social self is based on the perspective that the self emerges from social interactions,
such as observing and interacting with others, responding to others' opinions about
oneself, and internalizing external opinions and internal feelings about oneself. The social
Mead's time felt that the self was based on biological factors and inherited traits.
According to Mead, the self is not there from birth, but it is developed over time from social
Development of Self
According to Mead, three activities develop the self: language, play, and games.
symbols, gestures, words, and sounds. Language conveys others' attitudes and opinions
toward a subject or the person. Emotions, such as anger, happiness, and confusion, are
Play develops self by allowing individuals to take on different roles, pretend, and
playing. During role-play, a person is able to internalize the perspective of others and
develop an understanding of how others feel about themselves and others in a variety of
social situations.
Games develop self by allowing individuals to understand and adhere to the rules
of the activity. Self is developed by understanding that there are rules in which one must
student’s self-esteem.
development of the student self-esteem. They have many students in this world that has
no more confidence to face other people, to socialize or to make friends with them. The
problem is that, there are many people who lack of self- esteem, then we try to make a
study about the Mobile Legends if it slowly develop their own self-esteem by playing. The
person who has no self-confidence in his/her daily life, he/she will find difficulty to stand
Parents. For them to better understand why their children in school keep on playing
Mobile Legend.
Players. This study will bring awareness towards them regarding the positive and
Non-players. The study will give them valuable information as to the possible results if
School Administration. That they will be guided on the result of this study in formulating
school policies in relation to playing online games within school premises or during
classes.
Teachers. That they will be more observant to those students whore fond of playing the
game and will serve as vehicle to explain to the student the benefits or effects that Mobile
Internet Café owners. That this study will help them in regulating students in playing
Future Researchers. This could help them in formulating concepts, ideas related to the
The study is limited only to the Grade XI students of Saint Joseph College-High
Definitions of Terms
Mobile Legend Bang Bang is a multi-player online battle arena. It is mobile game
Battleship of chess.
were used to get the results which were then collated, tabulated and interpreted.
1. Age
Table 1 shows the respondent’s age distribution. Those between the ages of 17-
18 (77.5%) got the highest number followed by ages 15-16 (15%) then the lowest was
The data implies that in this research, there are more minors who are greatly
involved in playing mobile legends. This is basically the time when teenagers are more
15-16 6 15
17-18 31 77.5
19-20 3 7.5
Total 40 100
2. Education
All the research respondents in this research are Grade XI students of Saint
Joseph College-Senior High School Department. They are also all currently taking
Humanities and Social Sciences (HUMSS) strand. Basically, the research respondents
were chosen through random sampling method coming from the different sections. There
are 360 student population under the HUMSS track, and the respondent is basically 11%
The table 2 presents the respondents’ love for the game. Majority of them said that
they do love playing mobile legends being in the highest percentage (82.5%). Only 12.5%
of the respondents said that they do not love the game specially when they are losing the
game and experience bully from other online players. The lowest percentage (5%) are
neutral, sometimes they do, and sometimes they are not into the mood of playing the
game.
Yes 33 82.5
No 5 12.5
Maybe 2 5
Total 40 100
Table 3 presents the people who influence the respondents to play mobile legends.
It is very clear that friends were the common influencer since the game is commonly
played by a group. They got the highest percentage of 72.5% in the survey. It is rare but
sometimes family members also influence by their siblings who are also fond of playing
the game. And when in school, it would their classmates who would encourage them to
do so.
Friends 29 72.5
Family 3 7.5
Classmates 8 20
Total 40 100
The students were asked if they were happy while playing mobile legends. Table
4 presents their varied response. It is undeniable that majority of them (57.5%) said that
they are enjoying and happy in the game. It is because, it is fun and exciting at it also
making them feel that they are heroes in the game. Winning the battle would always make
them happy. While losing in the game would make them sad.
Yes 23 57.5
No 11 27.5
Sometimes 6 15
Total 40 100
The students were also asked in the survey their feeling losing in the game. It is
presented in table 5. Their response shows that most of them are motivated (42.5%) to
do better in the next game. Such attitude is being optimistic that not all the time they would
definitely losing in the game. Some are also feeling down (35%) and feeling hurtful
(22.5%) for sometimes they are being bullied and even criticize by their fellow players for
Hurt 9 22.5
Motivated 17 42.5
Feeling down 14 35
Total 40 100
Table 6 below presents the data if playing mobile legends helps them in doing their
daily activities. Knowing that the respondents are students, it is expected in their routine
of having also school activities, projects, assignments and other important matters to do.
The result shows that the influence of playing mobile legends would allow them to
procrastinate or delay the things they need to do first, most especially when they are in
the mood of playing by friends. It is why 52.5% of them said that mobile legends is not
helping them performs such aforementioned tasks. And only 10% of them said it helps,
for others are making it as a way to boost their energy or the so-called “pampagana”
mentality.
Yes 4 10
No 21 52.5
Sometimes 15 37.5
Total 40 100
In table 7, it shows the feeling of the players in terms of being valuable in the game.
Surprisingly, there are 17 of them or 42.5% said that they are not sure if they are of value
in the game. It is because the main purpose of the game is to win or defeat the other
players at any means. It they win the game, they receive appreciation from the team
(27.5%) and if they lose, they receive critics and embarrassment so they don’t feel
Yes 11 27.5
No 12 30
Maybe 17 42.5
Total 40 100
Table 8 presents the data so as to know if the game is a way to socialize to people.
It further shows that 45% of them believe that playing mobile legends helps improve their
socializing skill. The game is highly designed to interact with people. Since the game is
played online, it is inevitable to meet new friends. And sometimes, the friend of other
Yes 18 45
No 12 30
Sometimes 10 25
Total 40 100
In table 9 below, it shows that playing mobile legends boost the student’s self-
37.5% of them already said that they have boost their self-confidence. Others said that,
they have not yet developed their confidence, particularly to those new players.
Yes 15 37.5
No 13 32.5
Sometimes 12 30
Total 40 100