Beruflich Dokumente
Kultur Dokumente
Submitted By:
De Leon, Warren B.
Redota, Monica B.
Pilapil, Sweety H.
Submitted To:
In Practical Research 1
March 2019
i
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES
ACKNOWLEDGEMENT
This research becomes a reality with the support and help of many individuals.
Foremost, the researchers want to offer this endeavor to the Almighty God for the
wisdom and strength that He has bestowed upon the researchers in order to finish this
research.
The researchers would like to extend sincere thanks to Mr. Mark Christian
Catapang for the constant supervision and guidance as well as for imparting his
To the family of the researchers, who became the number one supporters and
Appreciation also goes to the researchers’ classmates and friends who have
ii
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES
DEDICATION
This research is dedicated to Sir Mark Christian Catapang whose passion for
teaching enabled the researchers to learn vast new things, he who taught that even the
largest task can be accomplished if it is done one step at a time, and guided the
Without his guidance, the researchers would not be able to come at this point,
iii
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES
ABSTRACT
Leon, W.
Year : 2019
This study is about one of the well-known Multiplayer Online Battle Arena
(MOBA) game, Mobile Legends. A case study was conducted to study the causes and
effects of Mobile Legends especially in the psychological aspect and lifestyle of a gamer.
The researchers want to know how playing Mobile Legends can meet the psychological
needs of an individual, and how the game can affect an individual on socializing and
interacting with others. The researchers interviewed eight female grade 11 Accountancy,
results showed that playing Mobile Legends can be time-consuming and a distraction.
However, the findings also revealed that participants have met the basic psychological
needs in playing Mobile Legends due to the fact that participants felt belongingness and
relatedness with other individuals, and at the same time, fulfillment and satisfaction were
iv
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES
TABLE OF CONTENTS
Page
Title Page………………………………………………………………………………………….i
Acknowledgements………………………………………………………………………….…ii
Dedication……………………………………………………………………………………….iii
Abstract……………………………………………………………………………………….....iv
Table of Contents....................................................................................................….....v
List of Figures.................................................................................................................vi
Introduction…….........................................................................................................1
Theoretical Framework…………………………………………………………………….2
Conceptual Framework………………........................................................................3
MOBA Games………………………………………………………………………….......7
Mobile Legends…………………………………………………………………………….9
3 Methodology
Research Design…………………………………………………………………………12
v
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES
Sources of Data.......................................................................................................13
Instrumentation........................................................................................................13
Ethical Considerations…………………………………………………………………...14
Urge to Play…………………………………………………………………………........16
Summary of Findings……………………………………………………………............20
Conclusions…………………………………………………………………………........21
Recommendations……………….............................................................................21
References…………………………………………………….............................................23
Appendix 1.....................................................................................................................27
Appendix 2…..................................................................................................................29
Appendix 3………...........................................................................................................62
v
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES
LIST OF FIGURES
1 Research Paradigm 35
vi
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES
Chapter 1
Introduction
As time goes by, technology is being upgraded and many innovations are being
and became a huge part of people’s lives. It leads people to invent different kinds of
gadgets like computers, laptops, tablets, and mobile phones. Mobile phones evolved
and different kinds of features are added to it, from keypad phones which can only be
used for texting and calling, to smartphones that can also be used for social media and
gaming. These mobile phones consist of different applications which have different
purposes that made people use it like Facebook, Twitter, Instagram, and Youtube which
informs people about the current issues, updates, trends and provide entertainment.
Aside from these applications, game applications are also invented that can be played in
computers and phones, but there are games which can only be played in computers like
League of Legends (LOL) and Dota2, while there are game applications that are
exclusively played on mobile phones and one of the known mobile game application is
Mobile Legends.
many to spend their leisure time and it became part of other people’s daily routine.
Mobile Legends is one example of a multiplayer online battle arena (MOBA) game and
it’s one of the most played mobile games by teenagers in this generation. However, it is
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 2
open for all ages and everyone can play it. It has interesting features that attract many
This study will focus on students who have big interest and attachment on
Mobile Legends. It will also view reasons of the students on how Mobile Legends
Theoretical Framework
psychological needs like the need to relate, need for competency and need for
belongingness, an individual would have high well-being (Ryan and Deci, 2000).
However, when individuals are not able to meet the basic psychological needs, they
tend to seek fulfillment somewhere else to feel satisfaction. Hence, they find
fulfillment in playing online games. Many individuals are engaged in the online
games especially those who are not good at socializing. They find themselves
frustrated that they might get judged by other people when they open themselves
up that’s why many individuals get themselves engaged in activities like online
gaming because there, they can feel satisfied with themselves. In online gaming,
they can feel that they are accepted and they can feel competitiveness within other
players.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 3
Conceptual Framework
Legends and meeting basic psychological needs. The need for individuals to meet the
basic psychological needs urges them to be involved in playing online games that soon
leads to game addiction. As soon as individuals meet the basic psychological needs like
the need to relate, need for competency and need for belongingness, they continue to
play because they feel satisfied within themselves, and the cycle repeats itself.
to Mobile Legends. The following are the questions to be asked to the selected
participants:
1.a. Age:
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 4
4. How does Mobile Legends affect the behavior of the participants towards
socializing?
Management Strand of Polytechnic University of the Philippines Senior High School S.Y.
Students. The findings of this study will provide the students’ knowledge of Mobile
Legends and how a student can be affected by it. This research will give the students
Parents. This study will help the parents to guide and encourage their children to do
Future Researchers. Results of this study can help future researchers to serve as a
reference. Researchers may also be guided in the formulation of new solutions, causes
Chapter 2
(as cited by Chappetta, 2018), 41% of gamers are female. Reasons, why women don’t
play often, are sexism, gender roles, and gender stereotypes in online games, another is
that women tend to have lesser time and they prefer to do productive activities, Winn
and Heeter in 2009 (as cited by Chappetta, 2018). In 2012, Cortes, Alcalde, and
Camacho mentioned that playing online games may result in unfinished tasks.
discrimination in online games. Mayes in 2014 (as cited by Kondrat, 2015) mentioned
that game developers believe that strong women don’t buy much so they don’t create
female characters with strong personality in video games and they don’t consider
females as their target audience even if there’s a growing population of female gamers.
One of the gender stereotypes in women is most female characters in online games are
undressed or dressed in a seductive way (Kondrat, 2015) which makes women feel
they’re treated in a sexist way. Fox and Tang, 2014 (as cited by Chappetta, 2018)
in online games can lower their self-efficacy and confidence and can affect the beliefs
about women in the real world. According to Kondrat, 2015, games are now trying to
give equal representation for all characters in online games. There are also reasons
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 6
why some spend time playing online games. Some gamers say their reflex, way of
thinking, and teamwork developed because of playing (Bolo and Murcia, 2016).
According to Xu, Turel, and Yuan (2010), the continuous growth of the population
of the adolescences’ addiction to online games had been a huge issue all over the world.
Online games can bring negative effects to the behavior and academic performances of
adolescents. That online games can make the life of an individual addicted to it and can
lead to different diseases and illnesses. On the other hand, having online games can
improve the social relations of an individual. Online gaming will be also beneficial to the
business owner because it could help economic growth. To sum this up, online games
And that the boys spend more money on playing games than those of girls. The reasons
why they are doing such is for them to relieve stress, educational status of parents,
number of siblings, and having a computer at home. This addiction is not only applicable
to the adolescents but to all the stages and gender. To be able to lessen the said
addiction, the community must activate social communication among the community.
education prove the positive effects of online gaming on academic performances. The
percentage of the students that enjoyed the said experiment is higher than those who
did not. This only shows that online gaming has nothing to do with the academic
performances of the students. And that it still depends on the students whether they will
excel in their academic performances. And besides, online gaming has nothing do to
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 7
with the academic performance that online gaming is just one of the ways of
According to Kuss (2013), during the popularity of online games, the studies of
Internet gaming addiction start to emerge. Stating the negative consequences, its
prevalence and associated risk factors by the year 2000s. As a result, the
trying to use a more efficient and holistic approach through consideration of a mass
appeal. It also indicates that every context of individuals can be a significant factor that
will help to divide the thought of gaming addiction and excessive gaming. Its findings are
disease. The holistic approach emphasizes the understanding of the meaning, context,
MOBA Games
According to Carlini and Lulli (2018), Multiplayer Online Battle Arena (MOBA)
game is one of the most popularized sub-genres of online games with two teams usually
consisting of five players each. MOBA games offer chances for students to play with
their fellow classmates, as well as players from other countries (Laws, 2016). The
players can choose whether they will join the team they want or be randomly assigned to
other teams. Game journalist Quintin Smith once stated, “MOBA games are crazy, and
are ultimately about two teams of players in something like fantasy five-a-side football
going at each other”. These teams compete against each other where each player
controls a single avatar or a character. At the start of the game, these avatars are
grouped in their base and as the game continues, they can move along paths on a map
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 8
organized as a 2-dimension squared area. The avatars of each team should coordinate
with each other on how they will destroy the opposing team’s base. Each team’s goal is
to destroy the enemy’s base, and the first team to conquer the opposing team wins the
battle.
MOBA game has a collaborative nature that requires a different skill set. The
individual and develops cooperation in a team play. This makes it suitable in the
completely different from other genres for this game requires team coordination and fate
leading the eSports for both gamers and watchers. DOTA2 and League of Legends
(LOL) are examples of the most played MOBA games in this generation and these
games are currently at the top of the MOBA scene (Partridge, 2014). According to Leah
Jackson, MOBA games are entertaining to watch because from the beginning up to the
end of the game, nonstop actions happen. MOBA game developers and publishers like
Riot and Valve both organize their own championships essential for the growth of the
associated with its excessive use. The addictive use of MOBA games can affect the
MOBA game involvement causes a poor ability to holdback contentment which leads to
excessive and abusive behavior such as substance abuse, disordered eating, and
gambling (Bickel, Koffarnus, Moody, & Wilson, 2014; Dixon, Marley, & Jacobs, 2003, as
interact with each other and within the game environment in a combat situation. In a
combat situation, a player may reach victory or get defeated. The victory or defeat
affects the behavior of the player (i. e., experience). Behaviors of a player are complex
and dynamic when it comes to a combat situation, and it is necessary to analyze the
behavior of the player in relation to the combat outcomes (Lan, Duan, Chen, Qin,
Mobile Legends
According to Razer co-founder and CEO Min LiangTan, Mobile Legends: Bang
Bang is one among the world’s biggest names in gaming that razer and PhilSGOC
discuss and since the game partner razer and PhilSGOC are announcing for the sea
Games competition 2019. Min Liang Tan addresses that sportsmanship and fighting
spirit will be seen within the Esport like in the sea games event. Mobile Legends is part
of the upcoming SEA games 2019 because it influences many people in all ages and the
razer and PhilSGOC are aiming to have an amazing tournament for the SEA games
2019 which will be announced soon for more specific details about the tournament. The
CEO and co-founder of Moontoon games, Justin Yuan addresses that Mobile Legends:
Bang Bang is the perfect game to set into big leagues, where it gives a powerful user
base in the gaming industry, in the fast-growing youth of many regions and the
According to the Ecurve center manager who set Ecurve Mobile Legend
tournament 2018, Esports will be having an event this year and Ecurve is part in
organizing and they’re glad on being part of the event. Passionate young gamers will be
competing to show the different skills of each gamer to play on a bigger stage wherein
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 10
Esports aims to provide an opportunity to many passionate young gamers to show what
they've got in playing, to encourage them to better strategic thinking, team spirit, and
According to the International Olympic Committee (IOC), all games that will be
played in the tournament where one of the games is the Mobile Legends, all of those
must promote values, not violence and gambling. Gamers must benefit from playing.
PhilSGOC Chairman Alan Peter Cayetano as being the partner with razer address that
it's an honor for the country to have an Esports in the sea games. It's time to showcase
the skills of passionate young gamers in the gaming industry and It just shows that
Bang Bang will be held at the Philippines because their goal is to make the Philippines
as the household of the tournament especially because the Philippines is the second
largest market in the world. From it, they can earn profit from many Filipinos who are
part of the gaming industry and has a big interest in playing mobile legends.
Bang Bang attracts many parties to invest because of its interesting feature and good
feedback. Mobile Legends: Bang Bang is also easy to play; it can be played on any
smartphones wherein it became one of the leisure activities of many people today.
According to Radzi, Mobile Legends is no longer just a hobby but it turned into a
professional career because there are now many tournaments open for Mobile Legends
engaged in this kind of game that leads to negative effects on them. However, Mobile
Legends can bring enjoyment to the players. In the past years, women don’t usually
engage in this kind of activity but due to the impacts from environment including stress, it
turned them into a game player. There are also reasons why some spend time playing
online games. Some gamers say their reflex, way of thinking, and teamwork developed
because of playing. Women became addicted in playing Mobile Legends because of the
enjoyment it gives. Moreover, Mobile Legends players can suffer on some illness in
excessive gaming. Although playing Mobile Legends may result negative factors, it can
Chapter 3
METHODOLOGY
Research Design
Playing Mobile Legends or even any other online games can affect a person
especially in terms of the psychological aspect and lifestyle of a gamer. The researchers
used a qualitative approach and conducted a case study that focused on how playing
can affect the behavior and meet the psychological needs of the participants. A case
study is an observation that gives detailed information about a topic. The researchers
order to get factual and credible information, the researchers conducted an interview on
the participants who were qualified to the criteria made by the researchers. The
information gathered would solve the problem of how Mobile Legends affect the
The researchers provided criteria that are used as a guide in choosing the
participants needed for the study. The participants were asked formally and an
agreement was given by the researchers to ensure the confidentiality of the information
of the participants. The researchers conducted a focus interview during the free time of
the selected female grade 11 ABM students of the Polytechnic University of the
Philippines S.Y. 2018-2019. Furthermore, the researchers reached out the friends of the
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 13
participants to serve as key informants that will support and prove the answers of the
participants.
Sources of Data
The researchers used primary data sources where the interview was conducted
firsthand by the researchers. The participants and the informants are said to be qualified
if they are students from Grade 11 PUP Senior High School, under the academic track of
ABM Strand, and who frequently plays Mobile Legends. The number of participants are
Instrumentation
The researchers used the interview guide method to gather data from the
participants who have a big interest in playing Mobile Legends. This method is an
efficient way to gather the necessary information required in the study. The participants
were chosen based on the criteria made by the researchers and their friends will serve
as their key informants. Participants were asked different questions, the first question
tends to know the participants' reason in playing Mobile Legends. The second question
is to find out what urges the participants in playing Mobile Legends. The third question
is about the feelings experienced by the participants in playing Mobile Legends. The
fourth question tends to know the effect of playing Mobile legends in the lifestyle of the
participants. The fifth question is to know how many hours the participant spent playing
in a day. The sixth question tends to find out the advantages of Mobile Legends then the
seventh question is about the disadvantages of Mobile Legends on the participants. The
question eight is to find out if Mobile Legends has an effect on the behavior of the
participants toward socializing. The ninth question is to know the feelings experienced by
the participants whenever they reached victory and the tenth question is tend to know
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 14
about the feelings experienced by the participants when they get defeated. The last
question tends to find out the effects of Mobile Legends in the communication of the
Ethical Considerations
The researchers ensure the quality and integrity of the research where the
participants participated in the study with informed consent. The researchers respect the
confidentiality of the research participants and ensure that personal information will not
be published to avoid harm to the participants. The researchers conceal the identity of
Chapter 4
This section covered the background data of the participants and informants that
were intended to assess for any influence on the research findings. The profile of the
participants consisted of age and sex where all the participants gathered were female
who frequently plays Mobile Legends. Participants Miya, Odette, Aldous, and Alice are
sixteen years old while participants Layla (1), Layla (2), Pharsa, and Karina are 17 years
old. This section also covered the informants’ relationship to the participants.
Participant Odette, Miya, Aldous, Alice and Pharsa stated that the main reason in
playing Mobile Legends is to get rid of the boredom they felt, when they were bored
either at school or house they get a chance to play Mobile Legends. The participants
clearly stated that they just get the chance to play Mobile Legends in their free time while
participant Layla (1) said that peer influence is the factor in playing Mobile Legends. The
participant claimed that once a friend offer an invitation to play, it’s hard to reject the
offer so the tendency, the participant will join and play. In some other way, Mobile
Legends became a source of entertainment which urges the participant Layla (2) to play
Urge to Play
The participants have different desires in playing Mobile Legends and participant
Aldous, Layla (2), Pharsa, and Karina said that peers are the main factors that urge
them to play. The participants were influence by their peers that made them play even
more. Participant Miya, Alice and Layla (1) also said that being bored urges them to play
Mobile Legends because somehow it satisfy the boredom they felt while participant
Odette said that playing Mobile Legends is her way to not be stressed and not to think
In playing mobile legends different feelings occur where participants Miya, Alice,
Layla (1), Layla (2), and Pharsa felt enjoyment. They felt this whenever they were
playing, most especially when they reach victory. Participant Karina felt that while
playing, it’s fulfilling when they ended the game with victory but at the same time
eagerness is still present whenever they get defeated. Participant Aldous said that
Odette said that playing Mobile Legends is a stress-reliever and helped her to burst out
Playing Mobile Legends affects the participants in their usual daily life activities.
Participants Alice, Karina, and Pharsa said that they experienced lack of sleep for
playing at night until midnight. Participant Layla (1) and Karina claimed that they
became lazy especially when it comes to school works. Participant Aldous and Pharsa
stated that eating habits are also affected due to skipping of meals just to play Mobile
Legends. Participant Odette and Layla (2) said that it has no effects in their daily life for
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 17
they still know their priorities. But in contrast, participant Miya said that Mobile Legends
As Mobile Legends affect the daily life of the participants, these effects are due to
spending a lot of time in playing. Participant Alice, and Layla (2) stated that they spend
at least two hours in playing. Pariticipant Miya and Pharsa estimated two to three hours
in playing. While participant Aldous spent three hours in a day, and participant Odette
spent four hours in a day. Participant Layla (2) also estimated that she spent two to four
hours in a day. Participant Karina has the longest time in playing, estimated of three to
which can help the participants in different aspects. Participant Odette, Aldous, Alice,
and Layla (1) said that playing Mobile Legends can help a person enjoy especially in
times of struggles like when studying. Participant Miya stated that playing Mobile
Legends can also help to satisfy a person especially in times of boredom. Participant
Layla (2) said that Mobile Legends can also make a person relax in times of stress and
problems. While participant Pharsa stated that Mobile Legends is a time killer when one
does nothing. Participant Karina said that playing Mobile Legends can also helped in
Playing Mobile Legends can be really interesting and challenging to do, but there
are also its disadvantages. Participants Miya, Aldous, Layla (1), Layla (2), Pharsa, and
Karina said that playing Mobile Legends can be a distraction because sometimes, the
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 18
priorities and the responsibilities were being disregarded and neglected because the
focus of the participants is diverted in the game itself. Participants Odette and Alice
stated that playing Mobile Legends is time-consuming because the school works needed
to be done was being set aside by the participants because of continually playing Mobile
Legends.
Legends. Participants Odette, Alice, Layla (1), Layla (2), and Karina established a
positive outcome towards socializing where in the interaction with other individuals are
being developed, whether or not the participants are related to the teammates or not.
Participants Miya and Aldous explained that Mobile Legends brought unawareness
because the messages that were being received by the participants from their peers and
family members were being neglected because of the game. However, participant
Pharsa said that playing Mobile Legends does not have any effect on its behavior toward
socializing because even before and after the game, it’s still the behavior being shown.
In modern days student are getting stressed and bored, and as a result, they’re
enjoyment feel by people towards something. Mobile legends is one of the prominent
game today. Based on the data gathered by researchers, participants Miya, Aldous,
Alice, Layla (1), Layla (2), Pharsa, and Karina stated that playing Mobile Legend can
contribute enjoyment especially when they reached victory while participant Odette said
One of the things a gamer hates when playing is getting defeated or losing in a
game. However, participants Aldous, Odette, Layla (1), and Karina said that they are
eager to play again until they reach their much awaited victory. Participants Pharsa and
Alice stated that defeat can also cause irritation especially to those gamers who value
every game so much. Aside from this, participant Layla (2) felt disappointed for not
winning a game that they worked hard to finish. Participant Miya chose to just accept
legends. Communication can make a difference between victory and defeat, the
researchers asked eight female mobile legends player, if playing mobile legends can
affect their communication skills. Participants Miya, Odette, Aldous, Alice, and Pharsa
said that playing Mobile Legends has no effect in their communication towards other
people since it’s already part of their personality. Participants Layla (1), Layla (2), and
Karina said that playing mobile legends help them to communicate in and out of the
Chapter 5
Summary of Findings
This section presents the findings from the data gathered through interviews
conducted by the researchers among females who played Mobile Legends. The
researchers found out that 5 out of 8 participants said that boredom is the main reason
for the participants in playing Mobile Legends. Aside from this, the researchers also
found out that what urges the participants to play is because of peer pressure and 4 out
of 8 participant play because of peer pressure or peer influence. Different feelings were
experienced by the participants in playing and 5 out of 8 participants stated that it gives
enjoyment. On daily life, spending a lot of time in playing has an effect on the lifestyle of
the participants and 6 out of 8 participants get distracted and forget the things that need
to be done. Different feelings arise when the participants get defeated and 4 out of 8
participants felt eagerness despite being defeated, it’s because how valuable the game
is. In contrast, 7 out of 8 participants felt fulfillment, satisfaction, and enjoyment for
reaching the much-awaited victory. 5 out of 8 participants said that Mobile Legends has
no effect on the communication with other people because it’s the personality of the
participants already but it also helped the other participants to communicate and interact
more with other people. Based on the gathered data, Mobile Legends not only helped
improve communication skills but also met the psychological aspects of the participants,
the feeling of fulfillment, satisfaction, and belongingness were felt by the participants in
Conclusion
The researchers conclude that one reason that urges the female student to play
Mobile Legends is that it brought enjoyment, satisfaction, and fulfillment to them which
can also relieve stress and boredom. The feeling of satisfaction and fulfillment arises
whenever the female gamers reach victory and while eagerness is what they felt when
defeated. Based on the findings derived from the study, most female gamers find mobile
legends satisfying and became their source of entertainment. Playing Mobile Legends
also helps female gamers to improve their communication skills since Mobile Legends is
the female gamers spent at least two to four hours in playing wherein they are having
difficulties in sleeping, eating and managing time but on the other side, female gamers
made mobile legends as their way to get rid of boredom, stress, pain and to relax. The
game is either win or lose and there are different feelings experienced by the female
gamers. According to the findings, the basic psychological needs of the female gamers
are being met as they play many times. In Mobile Legends, the results are either of the
two, victory or defeat and this result brought an impact on the psychological aspect of
the female gamers, and they felt the belongingness whenever they play with friends or
even with unknown people. Nonetheless, the end product of this study is to provide
made.
Recommendations
projects and future researches about Mobile Legends. Students must know how to
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 22
properly manage their time. They must be educated about the effects of too much using
phones and gadgets. Students should also know their goals in life. Parents are the one
who are with their children at all times. As parents, they have the authority to discipline
and teach their children for their betterment. Parents must also set or give a limited hour
of using phones and gadgets for their children to lessen the addiction on some other
things related to gadgets. In this limitation, the children will divert their free time on other
things such as academic and outdoor activities. Future Researchers covers everyone
who’ll conduct research in the future. They can propose new reasons, solutions, and
REFERENCES
Behm-Morawitz, E., & Mastro, D. (2009). The Effects of the Sexualization of Female
Bolo, R., & Murcia, V. (2015, October 26). Online Gamers’ Preference for a Massive
https://papers.ssrn.com/sol3/papers.cfm?abstract_id=2778969
Carlini, E., & Lulli, A. (2018). Analysis of Movement Features in Multiplayer Online Battle
Cavus, S., & Bunyamin, A. (2014). Computer Game Addiction: A field study on
https://search.proquest.com/docview/2054493582/abstract/F5CBEBC405E74DF
6PQ/1?accountid=173015
Cortes, M., Alcalde, J., Camacho, J. (2012, March). Effects of Computer Gaming on
from https://ir.library.osaka-u.ac.jp/repo/ouka/all/24497/
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 24
Danesh, H.B. (2011, Nov. 13). Human Needs Theory, Conflict, and Peace.
Retrieved from
https://onlinelibrary.wiley.com/doi/abs/10.1002/9780470672532.wbepp127?f
bclid=IwAR0alA31HSpUZf-
aS0mHXBQAtjbejRSV7uylJvBxY3Xy44EwrRb_im9T5gI&
E-sports teams battle it out for RM10,000 prize. (2018, September 2). Retrieved from
https://search.proquest.com/docview/2098544701?accountid=173015
E-sports will be a medal event in the 2019 SEA Games. (2018, November, 28).
medal-event-in-the-2019-sea-games/
Favie, C. J. (2018, August 24). Moonton Announces Mobile Legends: Bang Bang
https://www.mineski.net/news/moonton-announces-mobile-legends-bang-bang-
professional-league-philippines-season-2
Kondrat, X. (2015, January). Gender and video games: How is female gender generally
Lan, X., Duan, L., Chen, W., Qin, R., Nummenmaa, T., & Nummenmaa, J. (2018). A
Player Behavior Model for Predicting Win-Loss Outcome in MOBA Games. In:
Gan G., Li B., Li X., Wang S. (eds) Advanced Data Mining and Applications.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 25
488.doi:10.1007/978-3-030-05090-0_41
Li, W.O., et al. (2015, Jan. 14). A basic need theory approach to problematic internet use
https://www.frontiersin.org/articles/10.3389/fpsyg.2014.01562/full?fbclid=IwAR0b
2Myu-qLXq0vv2-P1F6-pZu_g4fuXbHb_eR7KjMwPsWdVVGEjVRTiqLg
https://search.proquest.com/docview/2015630454/citation/BADBD1F963C41C6P
Q/1?accountid=173015
Mora-Cantallops, M., & Sicilia, M.-Á. (2018). MOBA games: A literature review.
Nuyens, F., Deleuze, J., Maurage, P., Griffiths, M. D., Kuss, D. J., & Billieux, J. (2016,
mobas-invaded-esports
Psychology Notes HQ. (2013, Oct. 13). Abraham Maslow’s Humanistic Psychology.
humanistic-
psychology/?fbclid=IwAR2vjfLaTPr0dK0gLKGBkDVcFt2JCbNnLs2rsHGUMn
uy0c6fTU7XAz2npqM
Razer and SEA Games 2019 make history with esports now recognized as a medal
https://search.proquest.com/docview/2153440483/344EC31E7C246F7PQ/1?acc
ountid=173015
Wright, J. (2002, Jun. 22). Time Management: The Pickle Jar Theory. Retrieved
from https://alistapart.com/article/pickle
Xu, Z., Turel, O., & Yuan, Y. (2010). Online game addiction among adolescents:
Appendix 1
CONFIDENTIALITY AGREEMENT
Researchers:
Sweety Pilapil
Monica Redota
Warren De Leon
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 28
Noted by:
Appendix 2
TRANSCRIPTS
I means ‘Interviewer’
M: Uhmmm... Ahhh... first of all ‘yong reason ko kaya naglalaro ako ng Mobile Legends
is *hand movements* siyempre ‘pag bored tsaka ‘pag wala akong ginagawa sa bahay or
sa school.
M: Most of the time ‘pag ano *looks around* nakaka two hours to three hours ako.
I: What are the disadvantages and advantages of playing Mobile Legends on your daily
life?
M: Sa tingin ko yung ano, yung disadvantages niya minsan kasi parang imbis na
magagawa ko pa yung isa, *hand movements* kunwari kung kailangan ‘kong gumawa
advantages niya naman ano siyempre ‘pag ka wala akong ginagawa na... *stutters* na...
nasasatisfy nun ‘yong parang boredom ko, parang nawawala ‘yong pagkabagot ko.
M: Ano, naaapektuhan ‘yon in a way na kapag naglalaro ako ‘pagka tinawag ako, ano
minsan agad *stutters* di agad agad ako nakakarespond ganon. Ta’s kapag ka ‘pag
naglalaro ako siyempre ‘pagka may nagchachat hindi ko agad sila narereplyan kasi
I: What do you feel when your team reach victory? How about when you get defeated?
M: Siyempre ‘pagka *looks around* narereach namin yung victory siyempre masaya kasi
ano in one, in 30 minutes ano ng paglalaro, pagtututok mo dun na...na may... may
pinupuntahan naman, pag defeat naman ano, siyempre ano malulungkot pero siyempre
ganon naman talaga sa paglalaro ‘di ba? *looks at interviewer* May nananalo may
natatalo.
M: Ano parang sa tingin ko yung tayo sa Mobile Legends minsan mas ipini *stutters* ini
*stuttters* ahhh... mas pinipili ko nalang na hindi makipag communicate kasi nga ‘yn
nga naka... *looks around* nakafocus ako sa paglalaro at tsaka parang ‘di ko, *hand
movements* parang hindi ko naman na kailangan pa ng ibang tao para masatisfy yung
I means ‘Interviewer’
N is the ‘Informant’
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 31
I: Do you think Mobile Legends help her to socialize with other people?
N: *nods* Yes.
I: In what way?
N: Ano kasi ‘di ba sa Mobile Legends *looks at interviewer* may mga nakakausap din
siya do’n parang ano, *hand movements* parang sa Facebook yung messenger ganon
may nakakausap siya do’n bale ‘pag naglalaro ka kasi ng Mobile Legends malaki yung
possibility na maka *stutters* maka... makapag usap ka sa ibang tao ganon. Pwedeng
ano, *hand wave* halimbawa sa room ‘di ba maraming nag moMobile Legends do’n
pwedeng do’n may group chat sila, do’n sila nag uusap, sa paraan na ‘yon nakakapag
interact din siya doon sa ibang tao ganon tsaka sa kakilala niya na rin.
I: So, ‘yon ‘yong sa visual world na nasa game siya pagka nasa school or sa class sa
I: What do you notice about her after playing mobile legends lalo na pagnananalo siya?
N: Kasi ‘di ba ano *rocks feet* lang naman yung Mobile Legends e parang pang relieve
*hand movements* niya lang naman kaya siya naglalaro ng Mobile Legends unlike dati
na talagang naglalaro siya ng Mobile Legends ganon. *hand at ear* Bale syempre ‘di ba
‘pag ano halimbawa ‘pag panalo na siya ‘yong halimbawa ‘pag malapit na niyang masira
yung base tower nung kalaban siyempre tapos biglang may susulpot na kalaban,
kakakalabanin siya syempre napapasigaw siya ng *screams* “Ay!” ganon ta’s ganon ta’s
siyempre ‘di ba minsan pag nananalo siya kadalasan *screams* “Wooh! Panalo na
N: *smiles* Wala.
I: Malungkot ba?
N: *rocks feet* ‘Yong ano yung parang nadidisappoint lang sa ano kakampi ganon or sa
N: Oo naman, kase siyempre ‘di ba ‘yong habol sa Mobile Legends yung rank. *looks at
interviewer*
N: Feeling ko oo.
I: Bakit?
N: Kasi ‘di niya naman dodownload ‘yon kung ayaw niya eh, hindi charot atsaka ano kasi
‘di ba ‘pag free time madaming pedeng games na gawin pero instead na *hand
movements* magsurf internet, mag Facebook ganon naglalaro nalang siya ng Mobile
Legends ganon.
I: What are the changes in her behavior before and after playing mobile legends?
N: Feeling ko naman depende eh, ‘pag kasi kadalasan pag nananalo, *hand
movements* ‘di ba parang ansarap parang mas ano siya makipag interact sa iba na,
kasi kadalasan ‘di ba kapag kung naglalaro ng Mobile Legends ‘pag natatalo parang
nadidisappoint ka ta’s parang nagbabago ‘yong mood makipag interact sa iba ganon
pero ilang, wala pang oras or minute palang ano eh ganon pa din siya eh katulad nung
nanalo siya or hindi nung bago pa siya maglaro, after maglaro ganon.
I: Thank you!
N: Welcome!
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 33
I means ‘Interviewer’
I: Age?
O: *looks up* Gusto ko lang para maenjoy ko yung *stutters* para maenjoy ko. *smiles*
O: *hand tap* Ano parang pwede kong ibunton yung *a hand at chaest* galit ko ayun.
O: *smiles* Ay hindi naman kasi alam ko parin naman ang priorities ko. *nods*
I: What are the disadvantages and advantages of playing Mobile Legends in your daily
life?
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 34
O: Advantages siguro ano hmmm... ano ba, naenjoy ko yung ano, *hand wave* naenjoy
ko para ‘di lang ako puro aral lang ganun. ‘Yong disadvantage naman parang
O: Ay, hindi naman parang mas nakakaano nga eh kasi ‘pag nakikipagsocialize ako
parang nainclude ko dun na “Uy, nage ML ka ba?” *smiles* parang mas yun naiimprove
siya.
I: What do you feel when your team reach victory? How about when you get defeated?
O: ‘Pag victory ano parang nakakahinga ako ng maluwag *hand wave* ta’s pag defeated
I: Thank you!
I means ‘Interviewer’
F is the ‘Informant’
I: Do you think Mobile Legends help her to socialize with other people?
I: In what way?
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 35
F: *looks around* Uhmmm... *smiles* Kasi ‘pag naglalaro siya ng Mobile Legends
kunwari gusto niya kaming *points at self* ano ayain so nakikipag interact siya sa ‘min.
*looks at interviewer*
I: What do you notice about her behavior after playing Mobile Legends?
I: What are the changes in her behaviour before and after playing? Before po.
F: *looks around* Before naman kasi parang normal lang so dun nga ‘pag nananalo nga
I: Why?
F: *smiles* Lagi niya kaming inaaya maglaro *nods*, *looks around* siguro yun na rin
psychological needs niya like the need to relate, the need of belongingness?
F: Siguro, *looks at interviewer* pero kasi kahit wala namang Mobile Legends *nods*
I: So, anong percent out of 100% ilang percent po kaya nakatulong yung Mobile legends
I means ‘Interviewer’
A: Sixteen
A: Uhm, ano po, ah.. Ang hirap naman. *smiles* Ano lang, una nag—inaya lang naman
A: Hindi, nag—in-uninstall ko siya eh, kaso yung mga—kasi yung mga kaibigan ko kaya
A: Ano, nung una, pag para lang an—parang malibang lang po ako, tas..ayun.
A: Nakaka..nakaka-excite? *laughs*
I: Nag-s-skip po ng meals?
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 37
A: *nods* Tas minsan sa mismong klase naglalaro din. Pero di naman napapabayaan.
I: Does playing Mobile Legends meet your psychological needs like the need to relate
and belongingness? Na-fi-feel niyo po ba itong mga ‘to, yung belongingness, yung need
A: Ah, di ko sure eh
I: Yung estimated.
I: What are the disadvantages and advantages of playing Mobile Legends on your daily
life?
A: Ano po, ah, nag-e-enjoy yung advantage. Tas yung disadvantage, ah, yung—yung
A: *nods*
I: Sa loob ng game.
I: Does it help you to communicate easily with other people? Yung paglalaro niyo po ba
ng Mobile Legends parang, uhm, may malaking factor po ba yun para mas makipag-
A: Ano po, uhm, masaya. Kasi parang antagal-tagal nung minutes nung laro tas...victory.
I: Ah, andun po—pag natatalo po ba kayo, andun po yung, ah, willingness niyo na
A: Opo, pag po na-de-defeat, parang eager pa rin po na mag laro pa po ng isa pang
I: How does Mobile Legends affect your communication towards other people?
A: Ano po, diba sa Mobile Legends meron pong mga ano yun, yung mga words na
nagsasabi po diyan ganun. Pero sa game naman po siguro, minsan nasasabi din po
kasi sa virtual—
I means ‘Interviewer’
H means “Informant”
H: Yes po.
I: Do you think Mobile Legends helped her to socialize with other people?
H: Hmm..medyo yes po kasi nadagdagan po yung ano, friends niya pero pag kami po,
yung hindi po kami—hindi po kasi kami naglalaro, kaya pag ano hindi po kami maka-
relate sa kaniya, hindi niya po kami napapansin minsan kapag ano naglalaro po siya.
I: Ahh okay. What do you notice about the participant after playing Mobile Legends?
A: After?
I: Opo.
A: After..pag ano?
A: Pag nananalo po, ang ingay po nila sa room tapos akala mo po nanalo po talaga sila
ng lotto ganun. *laughs* Maingay po tas masaya po talaga akala mo sobrang laking part
A: Pag natalo po, badtrip po. Pati po kami nadadamay kasi ano hindi—wala po, badtrip
I: Sa tingin niyo po, andun pa rin po yung willingness kahit matalo sila?
A: Opo, sobra. Feeling ko po kapag natatalo, lalo siyang eager manalo lalo na po pag
rank game.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 40
I: Ahh okay po. What are the changes in her behavior before playing po? Before playing.
I: Ahh. Pero sa tingin niyo po before playing, anong behavior yung ganun po?
A: Before, sobrang wala po siyang interaction sa tao. Parang, phone lang po talaga,
kaya po hindi ko rin po siya naging friend dun kasi parang, nandito lang po yung buhay
A: After playing, ah, tumaas po yung ano social skills niya kasi ayun, nakakasalamuha
na siya lalo na sa boys namin kasi yun yung nakakalaro niya sa ML ganun.
A: Yes. *nods*
I: Why?
A: Uhm, kasi ah, it’s her way to express herself. Parang, uhm, kasi...mahiyain po kasi
siya so parang sa ML, nalalabas niya po yung ano mga gusto niyang ilabas. Parang kasi
diba ML, laban laban so kapag po lumalaban siya, g na g po talaga siya pumindot
ganun. Parang nakakatulong po sa kaniya maglabas ng mga natatago niya sa sarili niya.
I means ‘Interviewer’
A: 16 *smiles*.
A: Uhmmm... *pushes away hair* ‘yon lang ‘pag boring kasi naglalaro lang naman ako
A: *looks up* Kasi nakakalibang siya, halimbawa ‘yong rank mo *hand movements* mag
I: Does playing Mobile Legends meet your psychological needs like the need to relate,
belongingness ?
A: *nods* Opo.
A: *nods* Oo ‘pag halimbawa ano uhmmm... *looks around* pa’no ba ‘pag christmas
‘pag ano uhmmm... *tilted head* pa’no ko ba sasabihin uhmmm... may nakukuha kang
freebies ganon.
I: What are the disadvantage and advantage of playing Mobile Legends in your daily
life?
A: *looks around* Disadvantage *hand movements* naaano niya ‘yong mga time ‘yong
I: In what way does Mobile Legends affect your behavior toward socializing?
A: Marami kang makikilala sa Mobile Legends I mean ‘yong mga ano *hand movements*
nakakakampi mo kasi minsan hindi mo kakilala tapos kunyare nanalo kayo maglalaro
kayo ulit.
A: *nods* Yes.
I: Why?
A: *plays with phone* ‘Yon nga katulad nun kasi ‘di naman mahirap makipag usap dun
kaya ganon.
I: What do you feel when your team reach victory? How about when you get defeated?
I: Pero ‘andun pa din naman po ‘yong eagerness na maglaro ulit kapag natalo?
A: *nods* Uhuhmmm... oo kapag natalo kailangan bawiin ‘yong star na nawala ganon.
I: How does Mobile Legends affect your communication to other people? ‘Yong hindi
I means ‘Interviewer’
R is the ‘Informant’
R: *nods* Opo.
I: So do you think Mobile Legends help her to socialize with other people?
R: *nods* Opo.
kaya ayon po parang ‘yong mood niya ayun uhmmm... tawag dito *glares at nowhere*
I: What are the changes in her behavior before and after playing? Before po siya
maglaro?
R: Before po siyempre excited po siya *looks arounds* maglaro ng game for example po
mag rank na kinakabahan po kasi do’n nakasalalay *hand movements* kung tataas po
siya ganun.
dito uhmmm... masaya po kasi na full filled po yung kagustuhan niya na manalo.
R: *nods* Opo kasi po kapag ‘di niya naman po gusto pwede niya naman po iuninstall
‘yong Mobile Legends pero po kasi parang uhmmm... kasi past time lang ‘yong Mobile
Legends kasi ano po ‘pag walang ginagawa sa classroom ‘pag free time makakapaglaro
ka tapos nakikipag salimuha ka sa ibang tao tsaka matuto ka din ng mga *hand
pakikipag interact.
R: *steady* Opo.
I means ‘Interviewer’
L: *tucks hair behind ear* Trip lang *laughs* kapag po nayayaya ganon.
I: Ng friends?
L: *nods* Opo.
I: What urges you to play Mobile Legends aside from your friends?
L: Uhmm... *fingers tracing lips* para kasing may nag uudyok sayo *hand movement*.
I: Aside po do’n?
I: Does Mobile Legends po ba na meet niya yung psychological needs like the need to
relate, belongingness ?
L: *nods* Yes.
L: Uhmm... *smiles* *hand movements* paano ba kasi ‘di ba ‘pag nag ml ako uhmm...
I: How many hours do you spend in playing Mobile Legends? Estimated po.
I: What are the disadvantage and advantage of playing MOBA in your daily life?
nose* ‘yong mga dapat gawin ta’s ‘yong advantage na enjoy ko.
I: Opo.
I: Does it help you to communicate easily with other people? Kahit di po do’n sa team
niyo kahit sa ibang tao mas nakatulong po ba yung Mobile Legends since team po
L: *nods* Opo.
L: *tilted head* Pagka *tucks hair behind ear* kailangan naming magkaisa talaga ‘yong
I: Na apply niyo naman po ba? Kung paano kayo makipag communicate sa ibang tao?
L: *nods* Oo.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 47
I: Okay po. What do you feel when your team reach victory? How about when you get
defeated?
L: Siyempre ‘pag victory masaya *laughs* pero kapag defeated okay lang naman lalaro
I means ‘Interviewer’
M is the ‘Informant’
M: *nods* Yes.
I: Do you think Mobile Legends help her to socialize with other people?
I: Opo, pwede.
M: Siyempre napapag usapan namin ‘yon *hand movements* kung anong level na siya.
I: What do you notice about her after playing Mobile Legends? Kapag nananalo.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 48
M: *palm on face* Siyempre sobrang saya alam naman natin na iba yung feeling kapag
I: Pero sa tingin niyo po andon pa din yung eagerness na maglaro siya ulit?
M: *nods* Yes.
I: What are the changes in her behavior before and after playing? Before po siya
maglaro?
M: Siyempre parang excited pa po siya no’n pero after depende po ‘yon kung panalo
M: Sometimes.
M: 60.
I means “Interviewer”
L: Hindi ako mad—madalas sa ano eh. Hindi ako ma-ano sa mga character character.
L: Layla.
L: Seventeen.
I: Ng mga friends?
I: Then why do you play, aside from entertainment, ano pa po yung isa sa mga rason
L: Pam-pa ano, pam-pa...tapos ng oras? Kasi ang haba pag kunwari mag-aantay ka ng
something, eh ang haba mo mag-aantay, edi syempre maglalaro ka nalang kasi ano,
bored ka ganun.
L: Ano, kabado pag kunwari malapit nang matalo. Pero kapag ano naman—
I: Victory?
L: Ah, hindi naman siguro gaano kasi kapag trip ko lang talaga o kaya kapag boring
yung ginagawa ko, gan—dun lang ako naglalaro, hindi ako yung “Ay maglalaro ako, ay
I: *nods* Ah, okay po. Does playing Mobile Legends meet your psychological needs like
the need to relate, yung belongingness, ganun, nafi-feel niyo din naman po yun pag
naglalaro kayo?
I: How many hours do you spend in playing Mobile Legends? In a day po, yung
estimated.
L: Kapag naglalaro hindi ko na napapansin yung mga nasa paligid ko, at the same time
L: Yung advantage naman niya, na-re-relax ako kapag naglalaro ako kasi hindi ko nga
I: Then in what way Mobile Legends affect your behavior towards socializing?
L: Syempre, kapag ano meron akong kaparehong naglalaro din, parang..mas pareho
Kaya ayun, mas naka—mas nakikilala ko siya, at the same time nakikilala niya rin ako.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 51
Kung paano siya natatalo, anong ginagawa niya, paano ako nananalo, anong ginagawa
L: *nods* Oo, sa tingin ko oo rin. Kasi diba may part dun na makikipag-chat ka dun sa
ibang tao.
I: Then what do you feel, uhm, sa tingin niyo po diba, since nakatulong nga po siya
makipag-communicate kayo sa ibang tao, uhm kahit hindi po sa team, sa virtual world,
I: Ah, okay.
I: Then how does Mobile Legends affect your communication towards other people?
Pangkalahatan.
L: Uhm..Sa tingin ko, wala naman gaanong epekto yun eh, kasi naglalaro ako talag—
hindi naman ako naglalaro sa school, naglalaro lang ako sa bahay. So yun, nakakapag-
communicate pa rin naman ako sa, pagkatapos kong maglaro, bababa. Kasi wala
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 52
naman gaano yung family ko sa bahay, so kapag ano, kapag nasa bahay, dun lang
ako—tapos mag-sa ako, dun lang ako naglalaro, pero kapag dumating na sila,
pa rin.
I: Ah..pero yung Mobile Legends po na-fu-fulfill din yung feeling niyo ng boredom
I means ‘Interviewer’
M means “Informant”
M: Siya? *smiles*
I: Opo.
M: Super. *laughs*
I: Do you think Mobile Legends helped her to socialize with other people?
M: Siguro out of this room. Kasi hindi naman ganun kadaldal yan regarding sa ML kapag
I: Okay po. Then what do you notice about her after playing Mobile Legends, lalo na pag
victory?
M: Masaya. *laughs*
M: Siguro nagmumura yan. *laughs* Palamura yan eh. *laughs* Hindi, sinasabi ko lang
yung totoo.
I: What are the changes in her behavior before and after playi—before playing?
M: Ano ba? *laughs* Wala namang nagbabago sa kanya eh, uhmm ano lang.. *thinks
then laughs*
M: Oo, sobrang excited syempre lahat naman ng naglalaro niyan excited sa simula
I: Then do you think ano po, gustong-gusto niya talagang maglaro ng ML?
I: Pero mga ilang percent po siguro out of 100, na gusto niya maglaro?
I means ‘Interviewer’
P means ‘Pharsa(Participant)’
I: Then... why do you play Mobile Legends aside from pampalipas oras... ganon.
P: Masama like ano... *body movements* yung eating habits ko ganon tapos ‘yong oras
I: Does playing Mobile Legends meet your psychological needs like the need to relate,
belongingness, nafefeel niyo pa po, nafefeel niyo po ba ‘yong ‘pag naglalaro kayo lalo
na pagka team?
I: What are the disadvantages and advantages of playing Mobile Legends in your daily
life?
P: Advantage siguro ‘pag ano... Tawag dito... *hand counting* Alternate solution para
mas mabilis malowbatt yung phone siyempre pampa ano. Tapos... ano na lang din
‘yong sa oras nga, free time. Tapos siguro yung disadvantage is yung lifestyle mo nga,
tapos ‘yong time din with friends siguro, tapos yung sa ano... pagsubmit ng mga school
I: Did you what way Mobile Legends affect your behavior towards socializing?
P: Ganon pa rin *smiles*, same. Same as before, kung ano ‘yong pinapakita ko sa
kanila.
I: Does it help you to communicate easily with other people? ‘Yong hindi lang po sa
P: Oo, oo.
P: Oo.
P: Hindi, gani *stutters* ganito na talaga yung personality ko eh *laughs* so... ayon.
*laughs*
P: Masaya.
I means ‘Interviewer’
NN is the ‘Informant’
I: Do you think Mobile Legends help her to socialize/interact with other people?
NN: *tucks hair behind ear* Ano ‘pag... *hand movements* maglalaro sila kasama yung
NN: Ok po. Then yung next question po ano, what do you notice on her behavior po
NN: *looks down* Ano badtrip na badtrip. *laughs* *touches nose* *tucks hair behind
ear*
I: Sa tingin niyo po andun pa rin yung eagerness niya para maglaro ulit?
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 57
NN: *looks at interviewer* Depende, ‘pag minsan puro lost hindi na siya bumabawi
ganon.
I: Mga ilang percent po kaya sa lifestyle niya yung kagustuhan niyang maglaro?
I means ‘Interviewer’
K: Uhmmm... 17.
K: Oo. *nods*
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 58
I: Then why do you play Mobile Legends? Aside from pampalipas oras, for fun, ganon.
K: Oo. *nods*
I: Then how do you feel when you’re playing Mobile Legends? Lalo na ‘pag victory? And,
K: Siyempre ‘pag victory... nakakaano, nakakaflatter din *laughs* tsaka ‘pag ano... ‘pag
defeat siyempre... mas naaano kang maglaro ulit kasi ‘di ba?
K: ‘Yon nga yung sa ‘pag... *itch* siyempre sa pagtulog, ‘yon. ‘Yon kasi yung
naglalaro kasi nga hindi lag *smiles* tapos siyempre sa ano din, sa studies minsan... ‘ay
I: Then does playing Mobile Legends met your psychological needs like the need to
K: Yes. *nods*
K: Ano kasi siyempre ‘pag nagteteam up kayo parang siyempre hindi ka, parang feeling
I: Three to five?
K: *laughs*
K: Siguro ‘yong advantage, ah... *looks around* ‘Yon nga, kasi nakakapag socialize ka
sa ibang tao kahit di mo kilala... ‘pag ‘yong ano, ‘yong disadvantage ‘yon nga, sa
I: Then in what way Mobile Legends affect your behavior towards socializing? It’s either
good po or bad.
I: So pano po?
K: Yung sa good uhmm... Mas nakakapag ano... socialize kasi ano eh. Kailangan
mong makipagteam up on... minsan kasi kagroup, ka*stutters* kaano ko lang, kaklase
ko lang so kailangan mag usap kahit ‘di kayo masiyadong close. Makakapag usap kayo
kasi nag eeML kayong dalawa, ganon. Sa bad naman, siguro kasi... ‘Yong ‘di ba sa ML
I: Then, does it help you to communicate easily with other people? Kahit hindi po
inyo?
I means ‘Interviewer’
T is the ‘Informant’
T: *nods* Yes.
T: *looks around* Lagi siyang nagrerecitation... *shakes head* *hand wave* lagi siyang,
I: Sa tingin niyo po nakatulong ‘yong ML para... ‘yong paglalaro niya ng Mobile Legends
T: *looks around* Oo *nods*, pero ano kasi siya *hand movements*, friendly talaga siya,
friendly talaga siya kaya kahit ‘di na siguro siya mag ML.
I: Uhmmm... Next question po ano, what is the changes in the behaviors ano, sa
behavior niya po lalo na ‘pag before and after. ‘Pag before playing po ano po ‘yong
nanonotice niyo?
T: *looks up* Before playing nakakausap ko pa siya ng maayos *nods* pero ‘pag during
makausap ng maayos.
I: After playing po ‘pagka victory, ano po ‘yong nanonotice niyo sa behavior niya?
T: *nods* Uhuhmmm...
T: Eager pa rin naman siya *nods* pero medyo disappointed pero *shakes head* hindi
T: Opo. *nods*
I: So mga ilang percent po kaya yung ML out of 100% sa daily life, sa lifestyle niya po,
T: *tucks hair behind ear* Before *looks up*, kasi nitong ano, nitong January ninakawan
siya ng phone so siguro mga isang buwan din siyang hindi nag ML so... medyo
I: Sa tingin niyo po ano, sa paglalaro niya po ng ML, nafefeel niya po dun ‘yong
belongingness, lalo na ‘pag in team ganon po, sa tingin niyo the need to relate, ganyan.
I: Hindi naman?
T: Talagang ano lang siya, laro lang siya kung laro. *nods*
T: *nods* Dadaldalin niya kami, tatanong *stutters* tata *stutters* magtatanong siya
I: Thank you. May question kayo (other researchers). Wala na po yun lang po, thank
you!
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 62
Appendix 3
CURRICULUM VITAE
PERSONAL INFORMATION
Nickname: Aj
Birthday: February 20, 2002
Place of Birth: Quezon City
Nationality: Filipino
Sex: Female
Age: 17
EDUCATIONAL BACKGROUND
Elementary:
New Era University Integrated School
Central Avenue, Quezon City
2008-2014
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 63
CURRICULUM VITAE
PERSONAL INFORMATION
EDUCATIONAL BACKGROUND
Elementary:
Tangos Elementary School
J. Pascual St., Tangos, Navotas City
2008-2014
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 64
CURRICULUM VITAE
Sweety H. Pilapil
298 8th. St., Brgy. Katuparan, Taguig City
09464029478
sweetypilapil13@gmail.com
PERSONAL INFORMATION
Nickname: Weng
Birthday: February 15, 2002
Place of Birth: Pagadian, Zamboanga Del Sur
Nationality: Filipino
Sex: Female
Age: 17
EDUCATIONAL BACKGROUND
Elementary:
Tubod Elementary School
Tubod Lakewood, Zamboanga Del Sur
2008-2014
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 65
CURRICULUM VITAE
Monica B. Redota
2096 C. Cruz St., Pinagbuhatan, Pasig City
09776009572
monicaredota@gmail.com
PERSONAL NA IMPORMASYON
Nickname: Monica
Birthday: July 25, 2001
Place of Birth: Pasig City
Nationality: Filipino
Sex: Female
Age: 17
EDUCATIONAL BACKGROUND
Elementary:
Pinagbuhatan Elementary School
Pinagbuhatan, Pasig City
2008-2014
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES 66
CURRICULUM VITAE
Warren B. De Leon
208 Magmayang St., Mandili, Candaba, Pampanga
09056715400
fafarendeleon@gmail.com
PERSONAL INFORMATION
Nickname: Renren
Birthday: November 27, 2000
Place of Birth: Candaba, Pampanga
Nationality: Filipino
Sex: Male
Age: 18
EDUCATIONAL BACKGROUND
Elementary:
Mandili II Elementary School
Sta. Iglesia Mandili, Candaba, Pampanga
2008-2014