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ST. URIEL ACADEMY OF TAGUIG CITY


Orchid St. Samama II Napindan Taguig CIty

CHAPTER 1

THE PROBLEM AND ITS BACKGROUND

This chapter includes the introduction, theoretical framework,

conceptual framework, statement of the problem, scope and delimitations

of the study, and the definitions of terms used in this study.

Introduction

How many times your parents told you that MOBA games have no

use in your daily life and that it just rots your brain and it doesn’t help you

at all? Nowadays where modern things emerge and technologies take

over almost everything, games are really highlighted as a recreational

activity and even a professional job. People use internet and technology

for various reasons like social media, MOBA Games makes internet more

interactive and exciting, especially bringing all things in reality. They are

playing Multiplayer Online Battle Arena or shortened as MOBA. This game

had 67 million monthly players in 2014 (statistica, 2016). It is also known

as an Action Real-Time Strategy (ARTS), is a subgenre of strategy video

games that originated as a subgenre of real-time strategy in which a

player controls a single character in a team who compete versus another

team of players playing MOBA, the played greatly benefits by increasing


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their ability and their capacity to think critically about the current situation

under pressure but also improving overall intelligence. MOBA games do

not take place in never-ending virtual worlds, although they feature similar

characteristics of advancements and social interaction. One of the most

popular MOBA games is League of Legends (LoL). League of Legends

provides daily updated international rankings and statistics, and is the

game most associated with international competitions. Being addicted in

playing MOBA games in a long span of time can be a big factor to be a

hindrance for a student to focus on their studies. Playing can limit their

hours from finishing workload from school and it limits their time to think

and manage other things too. Students have reason why they love to

spend or give more time to use MOBA games rather than focusing on

doing other things. It can affect their physical, mental, emotional, and

spiritual health as a person. Most of the students lack knowledge or

information about MOBA games and on what it can do in their life as a

student. As a researcher, learning to have a time management and use

MOBA games with self control will not do you any harm but instead it can

improve your skills and you will learn how to become smarter and

productive on your studies as well.


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Background of the Study

The playing of MOBA games has now become of the most popular

leisure activities worldwide, Today, Multiplayer Online Battle Arena games

are quite popular and well-known especially to young students. Many of

them are influenced by their friends, classmates, and relatives. The

introduction of multiplayer games featuring element of both cooperation

and competition. When the player is into a MOBA games around the 20

minute mark, everyone begins to reach their power and being progressive

about their skill levels because of the damage if one is not careful about

their position. It improves the individual’s ability to communicate with their

team and work together to secure their objectivity not only when it comes

to interacting with people in their everyday life but it also help the students

converse better because there are interaction that they can’t do in their

home or school because of the people or community but they can do while

playing. A lot of them are willing to spend a large amount of time just to

play, enjoy, and to give time for their self due to the stress that they felt

from school, home and peers. They consider MOBA games as stress

reliever because of the enjoyment that they felt. Despite of the widespread

popularity of MOBA games, few studies have investigated their potentially

addictive nature or the factors associated with their excessive use. The

positive and valuable outcomes of MOBA games provides a growing body


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of literature has suggested that MOBA games involvement can, under

certan circumstances, become problematic and associated with negative

outcomes and functional impairment. MOBA games maybe helpful and

enjoying for some people, but the small amount of people who are

negatively affected by gaming are many.

Statement of the Problem

St. Uriel Academy of Taguig City, Inc. is a school where we often

hear and see students who play and talk about their Multiplayer Online

Battle Arena (MOBA) experience instead of actually listening to the

teachers lecture. We can also hear some comments where a student fails

or becomes a poor performer because of too much time playing MOBA. In

our deep and careful analysis and some informal interviews, we found out

that there are indeed students who are engaging in MOBA games. The

researcher also encountered the absences or being late in class of some

students because of too much time spent on MOBA’s. With this occurence

the researchers team up agreed to conduct a research study and gather

factual, analytic and scientific informations regarding the academic

performance of the Senior High School students on SUATC that are

engage in playing MOBA’s.

The research wanted to answer the following questions:


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ST. URIEL ACADEMY OF TAGUIG CITY
Orchid St. Samama II Napindan Taguig CIty

 What are the demographic profile of the respondents in terms of:


a. Frequency of playing MOBA games per week
b. Average time span of playing MOBA games
c. Length of period of playing MOBA games (since they’ve started)
 How does playing MOBAgames affect the academic performance

of the students in relation with:


a. Class participation
b. Number of hours spent in studying
c. Frequency of absences in class
 Is there significant relationship between playing MOBA games and

academic performance of the students?


 It become a phenomenon in our surrounding with people

nowadays are too focusing with their gadgets playing MOBA

games rather than doing their other stuff.


 It can be either male or female can be affected with the

existence of MOBA games.


 WIth the advance technology nowadays, people getting easy

to do anything especially in playing MOBA games.


 MOBA games is popular among teenager nowadays and

people often get addicted when playing MOBA games.


 To recognize the MOBA games addiction symptoms among

the students based on the data collected from the study.

Significance of the Study

This study has importance and will be a big help for the Educators,

school officials, parents and senior high school students in SUATC and

other future researchers. This study will provide a new perspective that will

help them identify the factors that can affect the academic performance of
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Senior High School students. This can also be useful to prevent and

intervent potential MOBA gaming addiction.

The study focuses on the academic performance of Senior Highschool

MOBA gamers in St. Uriel Academy of Taguig City. This part of the study

discusses about the significance of being enlighten on what is the essence

of MOBA games in the students’ academic performance. The study will be

helpful in a way that it will provide awareness and understanding to the

receivers of the benefits.

The study aims to inform students, teachers, parents, school

community and researchers on how to use the social media properly. The

results of the study will be great benefit to the following:

 To the Students

They will benefit most of the study. It will also give them knowledge

about their rights and limits in terms of playing MOBA games. It will give

them additional information and awareness in terms of playing.

 To the Teachers
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This data will be beneficial to them in order to understand why some

of their students are consistently playing MOBA games. This study also

benefits the teachers to give them awareness and discoveries about the

MOBA games and to guide their students in terms of playing it wisely.

 To the Parents

Like the teachers, they will understand and guide their children who

are playing MOBA games. The given data in the study would help them

consider more reasons why their children are constantly playing MOBA

games. This study also benefits the parents since they are the one who

had a lot of time with their children. To give them information about the

behaviour of their children in their home.

 School community

The output would be favorable to school community because be

enlightened with different reasons why students are playing MOBA games.

The findings would also help them understand their students.

 To other researchers
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To those researchers who will conduct a research about MOBA games

in academic performance can use this as a reference. And to help them to

widen their knowledge; this study will serve as contribution, guide and

tool for their developments.

Scope and Delimitation of the Study

The study was mainly concerned and limited only with the

academic performance among the MOBA and non MOBA gamers of the

Senior High School students of St. Uriel Academy of Taguig City. The

study is limited only to the students who are playing MOBA games and

does not include other factors that affect the respondent’s academic

performance. The respondents will be selected from Senior High School.

The researchers will conduct survey to prove if MOBA games greatly affect

the academic performance of the students.

Theoretical Framework

The framework for the scoping the literature review is supported by

Dtwo theoretical models: Adult Learning (Knowles, 1984) and Situated

Cognition (Brown, Collins & Duguid, 1989). The focus of a scoping study

is to place knowledge regarding a particular topic in a conceptual

framework, map relevant literature, and present what is known and


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unknown (Anderson, Allen & Peckingham, 2008). The broad range of data

can be inclusive of both material from empirical and non-research

materials (2008). The objective is to generate meaningful discussion

around a specified topic.

Knowles (1984), one of the leading teachers, scholars, and

practitioner of adult-learning and education was considered the father of

andragogy. After extensive research, Knowles outlined four principles

related to adult learning that applied to non-traditional students. These

principles are: adult learners must be included in the assessment and

planning of their learning; adult learners’ experiences and mistakes form

the foundation for learning; adult students are interested in subjects that

are immediately connected to their lives or employment; and

learning is more meaningful when problem-based as opposed to

theoretical or ambiguous (Kearsley, 2010)

Situated Cognition theory, the second theory, is based on the

premise that knowledge is formed and supported by the cultural, social,

and physical experiences and situations of an individual (Brown et al.,

1989). Learning occurs in the everyday life experiences of an

individual and the theoretical model emphasizes an authentic context for

skill acquisition (Brown et al., 1989). Learning is organic, meaningful, and


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effective when materials are rooted in personal connections and

reflect real-life experiences (Herrington & Oliver, 1995). Students

persist academically when course lessons and materials are made

relevant to the lived experience (Park & Choi, 2009) .

Digital game-based learning aligned with many of the suggested

parameters outlined by theories of Situated Cognition and Adult

Learning promotes effective adult learning (Kearsley, 2010). The

digital gaming experience provides learning within a specific problem-

solving context which allows adult learners to use their experiences and

errors as a gage for learning. In many cases, the games are related to

real life experiences or careers skills found in the work environment.

Digital game- based learning provides nontraditional learners with

more authentic context for skill acquisition (Trybus, 2014). Important

features connecting adult learning and digital games are: (1) genuine

context which mirrors how information is utilized in real-life, (2)

presents authentic activities, (3) numerous points of view and roles,

(4) games can give linked assessment of the learning, (5) can

scaffolding learning or instruction at decisive points (Herrington & Oliver,

1995).

Conceptual Framework
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ST. URIEL ACADEMY OF TAGUIG CITY
Orchid St. Samama II Napindan Taguig CIty

Research indicates that there are many impacts of MOBA games

among the senior high school students of St. Uriel Academy of Taguig City.

Studies have been conducted assessing the impact of MOBA in their

academic performance. As an input, the researchers will gather the

information about the academic performance of the MOBA gamers. To

carry out the study, the researchers conducted a survey among the senior

high school students of St. Uriel Academy of Taguig City. As a result, the

researcher discover the academic performance of the MOBA gamers.

STUDENT

PLAYING MOBA GAMES ACADEMIC

(INDEPENDENT VARIABLE) PERFORMANCE

(DEPENDENT VARIABLE)
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The impact of MOBA Discovery of the


A survey among the
games among the impact of the MOBA
MOBA gamers of St.
senor high school games in the academc
Uriel Academy of
students of St. Uriel performance of senior
Taguig City.
Academy of Taguig high school students.
City.

BASELINE (actual numbers of gamers and non gamers) >


CORELATION ( between gamers and non gamers of MOBA)
ACTUAL PRESENTATION OR OUTPUT ( RESULTS OF THE
CORELATION.)

CHAPTER 2

REVIEW OF RELATED LITERATURES AND STUDY

RELATED LITERATURES
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Foreign Literatures and Study

As of today, most people relate online games to low

academicperformance. Through the years, studies have yielded different

results. Some ofthem say that they are co-related when some say that

they are not

In a published book by Marc Prensky (2006), He presents the

case-profoundly counter cultural but true nevertheless- that video and

computer game playing, done appropriately, is actually very beneficial to

today’s “Digital Native” kids, who used them to prepare for life in the 21st

century. He further believes that kids are so atracted to these games

because they are learning about important “future” things, from

collaboration, to prudent risk taking, to strategy formulation and execution,

to complex moral and ethical decisions. His arguments are supported by

PhDs studying both violence and games in their totality, and by studies of

gamers who have become successful corporate workers, entrepreneurs,

leaders, doctors, lawyers, scientist and other professionals.

In publication sponsored by IEEE Computer Society, Luis von Ahn

(2006), it was mentioned that through online games, people can

collectively solve large-scale computational problems. Such games

coinstitute a general mechanism for using brain power to solve open


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problems. In fact, designing such a game is much like designing an

algorithm – it must be proven correct, its efficiency can be analyzed, a

more efficient version can supersede a less efficient one, and so on.

“Games with a purpose” have a vast range of applications in areas as

diverse as security, computer vision, Internet accessibility, adult content

filtering, and internet searc. Any game designed to address these and

other problems must ensure that game play results in a correct solution

and, at the same time, is enjoyable. People will play such games to be

entertained, not to solve a problem – no matter how laudable the

objective.

In the study of Sarath A. Nonis & Gail I. Hudson (2010), it was

revealed that “the amount of time spenth studying or at work had no direct

influence on academic performance”. We believe that the result of this

study was in one way or another have something to contribute to our

recent study. Thus, we included it in our review.

Another noteworthy study to review was that of Mark D. Griffiths &

Nigel Hunt (1998), their analysis on the study indicated that one in fiver

adolescent was currently “dependent” upon computer games. Boys played

significantly more regularly than girls and were more likely to be classified
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as “dependent”. The earlier children began playing computer games it

appeared the more likely they were to be playing at ‘dependent” levels.

M. D. Griffiths. Al (2003), results of their study showed that adolescent

gamers were significantly more likely to be male, significantly less likely to

gender swap their characters, and significantly more likely to sacrifice their

education or work. In relation to favorite aspects of game play, the biggest

difference between the groups was that significantly more adolescents

than adults claimed their favorite aspect of playing wasviolence. Results

also showed that in general, the younger the player, the longer they spent

each week playing.

“The results of an exploratory interview-based study of computer

gaming within the “first person shooter” (FPS) game genre are reported.

FPS gaming is a fast-paced form of goal directed activity that takes place

in complex, dynamic behavioral environments where players must quickly

make sense of changes in their immediate situation and respond with

appropriate actions. Gamers’ perceptions and evaluations of various

aspects of the FPS gaming situation are documented, including positive

and negaive aspects of game interfaces, map environments, weapons,

computer-generated.
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In the studies of addiction, there are numerous studies from television

to internet, from computer to mobile phones or the conents of mass

communication instruments. Those studies differ not only from

subjects and content but also manners of approaching. Foremost of

the changes is that it is not a concept of solely on communicat ion

field but also concerns other fields. When the researches related to

the field are analyzed, publication activities are observed during late

80’s and early 90’s. Among the first researchers of the field, Shotton

enabled the formation of new initiations in the fields of computer

technologies and addiction in 1989. Thus, the addiction which forms

with computer and computer activities is regarded as if it is like other

types of addiction (drugs and narcotics) (King et al., 2010).

Especially, the interest of health sector on the pattern of

addiction occurs related to mass communication instruments among

the types of other addictions accelerated the studies but separated

from the paradigms of communication studies. As well as the stu dies

of psychiatry and psychology, the studies of addiction on

communication growingly continuing. Another point in the addiction

studies, dense research are carried out in developed western and Far

East geography relaed to these problems.


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In the study of Salguero and Moran (2002) which they

executed on the video game addiction of the young between the ages

of 13 and 18 in Spain; 97% of the participants were determined to play

video games within a year, 57% of them regularly play video games.

73% of the subjects were discovered to play computer games, 37% of

them played games using game consoles and 7% of them played

internet games. According to the research,it was observed that the

frequency of playing games and playing games regularly increased and

men played more games than women

In Taiwanesse;Ko et al.,(2005) who research the addiction of

high school students for online games found that boys are more

addicted than girls, girls spent more time than boys, boys played for

will to succeed while girls play to make friends.

In Holland, Rooij et al., (2010) who studies the addiction of the

secondary education students (13-16) found that the rate of children that

can be determined as the addicts of online games was about %. This

rate represents the 1.5% of the children in the same age group who live

in Holland. Nevertheless, online games users. In the research, the

effects of addiction to games on psycho-social health of children where

determined to be comparatively less. The user discussed in two groups:


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The first group is consist of severely addicted online games users while

the second groups contains severe but not addicted online game users.

In the study which Desai et al., executed on 4028 adolescents

who play computer games in high school or experience problems due to

the computer games in the same years, half of the participants stated

that they played computer games and boys played computers more than

girls. About 5% of the participants are the problematic users of computer

games. Playing games is generally more common among the boys while

playing games is related to more reflexive behaviours and they have

less internalization symptoms. The girls who state that they play games

don’t xperience depression, on the contrary, they cut up rough and

display a behavior up to bringing guns to school. On the other hand,

there is a negative relationship between playing computer games and

smoking regularly.

In a reasearch carried out by Jeoung and Kim (2011) on 600

subjects from secondary and high school students (ages 12-18) in South

Korea, high school students were found to me more addict than

secondary school students whle boys are more addict than girls. In the

study which the role of parents, friends and teachers were considered as

variants; the relationships between adolescents and parents were

determined to be more significants patterns from the point of addiction.


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The adolescents with positive relations wuth parents were observed to

have negative addiction patterns.

In a research carried out by Festl et al, (2012) on adolescents.

Young people and older ones in Germany; it was revealed that men spent

more time playing games than women, there was a negative correlation

from the point of ages, young people mostly preferred digital games while

the adolescents had higher problematic playing games and addiction

levels than the other groups.

When the results of the research carried on the vietnam examples

about MMORPG, the people who play such games were determined

to experience significantly higher levels of mental disorder than

those who don’t play. The strongest positive correlation was found

between the scores of MMORPG, it is possible that young

Vietnamese MMORPG players are likely to have mental disorder at

higher leveks due to their higher addiction scores (Son et al.,2012)

Bruss (2013) who performs qualitative researches on the computer

games addiction of Danish young people from their own point of view;

stated at the end of the study that the concept should be handled

carefully although medical threat takes place in daily life as a

psychological and psychiatric threat and the playing periods of young


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people have negative aspects. In some characteristics which were

expressed to be negative, it was stated that the young people played

roles in the formation of their identities.

According to the data of Turkish Statistical Institute (TSE),

2013 the age to start using computer in Turkey is 8, the age of using

internet is 9, and the age of using mobile phone has been determined

as 10 (www.tuik.gov.tr). This situation shows that, especially, the

individuals in their childhood period are under the risk against using

communication tools unconsciously. The researches executed all over

Turkey support this reality.

In the study carried out to determine the habits of using computers

among the primary school students in Turkey and their position for

computer games; the boys were determined to play games more than

girls. The results of the research executed in the example of İzmir and

Karabük revealed that girls generally preferred quizzes, catechetic,

general knowledge,and action-adventure games while boys preferred

action-adventure, fighting and sports games. It was observed that the

strategic games which cognitive and mental abilities are employed more

than action-adventure types. The reason for this has been evaluated

as the age levels of the students. According to the research,


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possessing a computer has effects of the durations of playing games

(İnal and Çağıltay, 2005).

In a Sakarya based research carried out by Horzum (2011) which

levels of addiction level for computer games among primary school

students according to various variants; a significant difference was

observed between the girls and boys from the point of addiction.

Namely, male students have higher addiction scores than the female

students. Moreover, the students who are higher income earners are

more addicted than the students with lower or medium income levels

and the students of 4.th grade are more addicted than 3rd and fourth

grade. Besides, it was seen that the existence of computers in the

homes of the students didn’t cause a significant difference in the level

of addiction.

In a study carried out in order to calculate the computer games

addiction of primary school students in Adıyaman (Güllü et al.,

2012); it was concluded that the addiction levels of the children for

computer games was rather high. It was determined that the scores of

addiction to computer games among the students significantly differed

according to the variants such as gender, daily use of computer and the

existence of computers at home; however, there was no difference


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according to the variants such as grades, the occupation of the

parents and free time in and out of school.

When the results of another Kırşehir centered research

executed on primary school students are analyzed, similarly,it is seen

that a different situation exists. According to the study carried out by

Şahin and Tuğrul (2012) the addiction levels of primary school

students is very low. Nevertheless,the students of 4th grade have less

addiction scores than those of 5th grade, girls are less addicted than

boys and those who don’t own have less addiction scores than those

having computers at home. Another remarkable result that shows up in

the research is related to the education level of the mother. Accordingly,

the more the mother’s education level raises the more addiction level for

computer games increases.This situation makes the relationships

between the education level and addiction questionable.

In a study carried out by Ayas (2012) on high school students in

Giresun; it was observed that boys were more addicted than girls and

there was a positive relation between addiction and being ashamed.

In the study executed by Vollmer et al.,(2014) in İstanbul on

741 adolescents related to the addiction to computer games, the

individuals who study in different schools were talked face to face.

Within the context of the study which a quantitative method is


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employed, the relationships between playing computer games and the

changes in physical and personality aspects were examined and

remarkable results were obtained. It was determined that

accordingly,the computer games addiction had strong effects on the

changes in the physical functions of human beings (hormone levels,

body heat etc.) which are called ‘chronotype’. A significant relationship

was observed between the addiction of computer games and the

duration of playing computer games and the ‘chronotype’.The evening

focused young and male students had higher scores of addiction for

computer games than the morning focused older female students.

The addiction levels of extraverted and obedient students for computer

games were low. No significant relation was observed between

addiction levels of the students for computer games and

clarity,experiences and their personal convictions.

According to Anderson and Dill (2000), there is a negative

correlationbetween the two. Thus, meaning that there is no relation

between the number ofhours played by a player and his grades. At times,

the students defend the games they are playing by saying thatthey do

learn something from it. A paper from EDUCAUSE backs these

studentsup by suggesting that the faculty learn and know about these
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games so as tohelp students in in class learning experience (Hitch and

Duncan, 2005). Furthermore, another paper claims that these games are

not just forentertainment (Shaffer, Squire, Halverson, & Gee, 2005). They

claim that thesegames may be used to learn and experience different

things and interact withother people and belong to a virtual community

Online games have both positive and negative effects on

people,especially students. One of the negatives is this. Many cases

among students are addiction.And this addiction may lead to worse

problems. The students might steal money. They may become lazy when

it comes to studying and prefer playing the wholeday long. Some may

even skip school in order to have more playing time. (SujatAli Hamzah)

Addicted gamers spend so much time playing that their

personalrelationships get neglected and sometimes disappear altogether.

Amongaddicted gamers who are married, up to 50 percent report a strain

in theirmarriage as a result of their addiction. Addicted gamers also

neglect theresponsibilities of everyday life such as school and work.

(UNC-OASIS).In the world of today, there are different genres of online

games. First arethe console games. Console games are more commonly

referred to as videogames. They are played on a device specially made

for game play called a videogame console. The player interacts with the

game through a controller, a hand-held device with buttons and joysticks


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or pads. Video and sound are received bythe gamer though a television.

Examples of consoles include the Microsoft Xbox,Sony Playstation,

Nintendo GameCube, and Nintendo Wii. Second are the real-time strategy

games. This is a type of video game inwhich players exercise strategy

along the way, typically to conquer enemies andreach a final destination

without being eradicated. For example, to win, playersdecide which routes

to take, what needs to be done and how to do it. Contrastwith first-person

shooter.Third are the cross-platform online games. Developing software

for, orrunning software on, more than one type of hardware platform. The

mostuniversal cross platform application is the Web browser. Written for

every 10desktop computer and mobile platform, Web browsers render

Web pages"almost" the same no matter which computer they run on.

Carey (2012) found out that tha history of online gaming included

contributions by many different companies and entities. Online gaming

began as multiplayer gaming, but has evolved to include online gaming

serves and massively-multiplayer online game settings.

Stated by Hassan (2011) online gaming is good and bad. Good for

those who know their limits and bad for those who fix themselves in the

seats for long hours and cut off the interaction with rest of the world.
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According to the study of Chang (2009), online gaming was

referred to as Internet Gaming or Electronic Gaming. It was a gathering of

players with a common game using a local area network (LAN) where they

could be on the same settings. The players seem to be in real situation

that they use their mouse or keypads to move in the monitor, their virtual

world.

Hall (2005) said that online gaming has become increasing popular

over the past few years.

Both Orzack (2004) and French (2002) found out that i internet

search for “gaming addiction” in physical and psychological symptoms

from dry-eyes and carpal tunnel syndrome to “problems with school work,”

offered as individual problem usage behavior.

Griffiths, et al. (2003) stated that online gaming has been seperated

by some researchers into three main types: stand-alone games, local and

wide network (LAWN) games and massively multiplayer online role-

playing (MMORP) games.

French & Dwyer (2002) claimed that online game players “don’t

have normal social relationships anymore.” And play online games in

order to cover feelings of anger, depression and low self-esteem


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Nie & Erbring (2000) and Kraut, et al. (1998) stated that some fear

that virtual communities was detracted from social activity and

involvement in the real world, replaced real social relationships with less

robust online substituted and caused users to turn away from more

traditional media.

Turkle (1995) found out that online games enabled self-exploration

and discovery that users extended and idealized their existing

personalities or try out new ways of relating to one another that can

positively affect real life relationships.

Rheingold (1993) stated that one reason for the popularity of online

games was that the meld the fun and challenge of video games with the

rewarding social aspects of online community. Participation in online

communities allows us to stay in touch with old friends, people, learn and

share information.

In the study conducted by Wood, Gupta, Devevensky and

Griffiths(2004), online gaming can be addictive. The research has tended

to concentrate on negatve aspects,such as excessive play and addiction.

Instead of spending their hours in studying and doing their homework,

children spend their time on playing computer games.


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Gentile, et.al (2004) said that the majority of these studies have

shown that online games can be addictive and that some online games

have been associated with aggressive behaviour. However these studies

have been relatively controversial as they examine these factors using

self-report methods and artificial scenario. This type of research is fraught

with problems and criticism.

The study of Carrasco (2001) stated that computers have become

a part of man’s life. Almost all the things around us were made by

computers with the aid of modern machines. Associated with the

computers is the internet where we can find online games. Online game

has a big impact to children especially to teenagers. They tend to be hook

by the computer.

On the other hand, online gamers can also benefit on playing online

games. A great variety of forms have been developed and put into practice

to enhance learning, offer solace, to drive away boredom, and/or to

persuade palyers to adopt certain actions and opinions. The game play

improve various thinking skills but that it can also boost cognitive speed

for those who play action games and can also improve cognitive accuracy

of players who solve puzzle and strategy games (Klabber, 2001).


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Some video games have been associated with aggressive

behaviour. In that case, children limited online characters. Some children

are at the period of modelling (Anderson & Bushman, 2001).

Local Literature

Itinuturing na ng World Health Organization (WHO) na isang

mental health disorder ang pagkalulong sa digital at video gaming.

Ayon sa WHO, isinama na nila ang kondisyong ito sa listahan ng 11th

International Classification of Diseases (ICD) na ilalabas ngayong

2018. Sa kanilang depinisyon ng “gaming disorder”, ito anila ang mga

indibidwal na walang ginawa kundi maglaro at wala ng interes sa ibang

bagay o aktibidad , higit sa lahat ang pag aaral. Saan ng WHO:

“Gaming disorder is defined in the draft 11th Revision of the

International Classification of Diseases (ICD-11) as a pattern of gaming

behavior )”digital-gaming” or “Video-gaming”) characterized by

impaired control over gaming, increasing pariority given to gaming over

other activities to the extent that gaming that gaming takes precedence

over other interests and daily activities.” WHO: Addictive gaming to be

recognized as disease, paliwanag naman ng Department of Health

(DOH), masama ang epekto sa kalusugan ang labis na pag lalaro dahil
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kung hindi napupuyat, ay di na kumakain ang mga lulong sa gaming o

paglalaro. Ayon pa kay Asst Sec. Lyndon Lee Suy ng DOH, wala na

ring oras sa pamilya ang ilan sa mga labis na nag lalaro. Pero nilinaw

ng DOH na hindi naman ibig sabihin na kapag laging naglalaro ang

isang indibidwal ay may gaming disorder na siya. Ilan anila sa mga

sintomas nito ay kawalan ng kontrol sa haba ng oras ng paglalaro,

pagbibigay prayoridad sa paglalaro at patuloy na paglalaro sa kabila

ng mga negatibong epekto nito. Payo ng DOH sa mga magulang,

gabayan ang mga anak sa paglalaro at limitahan ang oras na uubusin

para dito.

According to Gwen Katrice Emano, from SunStar Cagayan de

Oro’s section for the yourh’s perception and life’s views. Mobile legends is

arguably one of the most popular mobile games currently being played.

Mobile Legends: Bang Bang is a multiplayer online battle arena mobile

game developed and published by Shanghai Moontoon Technology. 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. Resarchers came up w/ a study to show that there is


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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. Negative effects:

distraction while performing another important activity, affecting social

interaction, sleep problems and loss of productivity.

According to Aries Joseph Hegina, DOTA was banned in

Dasmariñas, Cavite and to other villages. The resolution of banning the

Multi-player online game Defense of the Ancients (DOTA) in computer

shops within its jurisdiction. Acording to the Resolutiong 008-S-2015 dated

January 5, 2015, issued by the Barangay Council of Salawag, Dota was

being banned because it had already become a tool for gambling and was

causing discord in the community. The resolutio, which was written in

Filipino added that Dota was inducing the youth of thie barangay to become

violent to the point of committing murder. It said that because of Dota’s ‘bad

influence, “Ang mga bata ay nagiging bayolente at natutong manloko,

magnakaw.” :They are becoming violent and are learning to deceive, steal.)

He added, “Di malayong pumatay sila o mamatay, makapaglaro lamang.” (It

has no far possibility for them to kill or to be killed just to play.) a copy of the

resolution has been circulated in social media. Salawag chief Enrico

Paredes confirmed the authenticity of the resolution to INQUIRER.net.


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Computer shop owners who will violate Resolution 008-S-2015 face

the following penalties: first offense, suspension of shop operations for a

month; seconf offense, revocation of business permit; and third offense,

permanent closure of computer shop and non-issurance of business permit.

Paredes said the barangay resolution was crafted “out of love” for their

young whose lives “are being ruined by Dota”. He added that the game was

forcing students to cut class, say profane words and neglect their studies.

“Sa aking mga kababayan, ginawa po natin itong barangay resolution dahil

naniniwala kami na ito ang tama para sa mga kabatan,” said paredes in his

Facebook account. (My friends, we passed this village resolution because

we elieve that it is what’s right for our young.) “Mahal namin ang ating mga

kabataan at hindi kami papayag na masira ang kanilang kinabukasan,” he

added. (We love our young and we will not allow their futures to get ruined.)

The village chief said they decided to ban Dota after two teenager were

stabbed to death in their barangay over differences that supposedly

stemmed from playing the game. The latest stabbing incident happened last

November, he said. According to Paredes, barangay officials consulted with

the owners of 30 computer shopd in their village and 29 of them agreed

with the measure. Paredes said the shop owners admitted that they could

not contain the “violent” demeanor of teenage Dota players. The Salawag

barangay captain claimed that the resolution had been positively received
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by thankful parents and school administrator. Asked about the village

council’s next move, Paredes said they would be endorsing a city-wide ban

of Dota to the Sanggunian Panlungsod of Dasmariñas. “Mga next month

po, mailalabas na po namin ‘yung ordinance and hopefully, maipasa na sa

Sangguniang Panglungsod,” he said. (By next month, we will release the

ordinance and hopefully, it could be endorsed to the City Council.

According to Philippine Communications Today by Maslog C. of

1998, one social problem that has been observed is that the Internet cafe

observed is that the Internet cafe has become mainly game centers. About

one-half to m two-thirds of the computer in a typical Internet cafe,

according to one study, are devoted to games (violent and gory games).

The use of the remaining computers was roughly split between browsing,

email, online chat, word processing and research. The Internet cafes have

become not just game centers. They are becoming centres of addiction

among the youth, mostly boys, including elementary school pupils.

According to one concerned Internet cafe entrepreneur, "Internet cafes are

seducing youths to a new form of addiction, one which may not destroy

their bodies as drugs do, but, which is certainly twisting their minds. To the

young, play is reality and reality is play".


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Based on the facts of Justin Visda, Heinson Tan and Bryan

Yaranon, online games are hard to resist, particularly if it's only around our

environment. Students find it happy and enjoyable and they eventually

forget their tasks and problems, but it does a bad effect to them, which is

called addiction. According to them, addiction is too much playing, and it

cannot be resisted because most of the youth tells that they are bored with

their everyday lives, especially to their studies. That's why online games is

addictive and it gives them enjoyment .

According to the research conducted by Zhang (2007) and Zhuo

(2007) on online game addiction, the physical symptoms of Internet and

online game addiction were were cervical spondylosis, neurasthenia and

insomnia. Cervical spondylosis is a spinal injury caused by having the

same sitting position for hours while playing games. On the other hand,

Neurasthenia is a psychological disorder marked especially by easy

fatigability and often by lack of motivation, feelings of inadequacy, and

psychosomatic symptoms. It results from when players engage in hours

and hours of game playing with no virtually sleep intervals in between.

This causes sleep sensitivity and disorders which induce addicted players

to wake up several times during the night and as such this leads them
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suffering from insomnia which can cause mental anxiety and eventually

result in nervous breakdowns and general tiredness.

In cebu, online game addiction is also becoming an issue. In one of

the episode of I-Wtiness, Kara David was able to interview youngsters

namely Doc, Mark and Ice who resort to illegal activities just to fund their

addiction to online gaming. Doc, Mark and Ice are part of a young

generation spending a lot of their time on computer games. Some of them

undergo illegal activities to fund their vices and they can go on gaming for

24-hours without any sleep. 22-year-old Doc is a scavenger and vagrant,

but once he gets his money out of collecting garbage, he goes to his

favorite Internet shop to play. Mark, 20, is an out of school youth. He lost

his investment money and stole from his mother to pay for his Internet

rentals. Fourteen-year-old Ice says he gets his money from homosexuals

in exchange for sexual favors. In one of the article of PhilStar which is

“Battle on Vs Kids’ online games addiction”, Samuel Pagdilao (Police

Criminal Investigation and Detection Group (CIDG) director Chief

Superintendent) stressed the need for measures to protect children from

being hooked on online computer games. He said many children spend

hours in a computer shop playing online games.


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According to Bachhuber and Saulnier (2012), playing online games

is an effective way of enhancing a student’s reading comprehension.

Through formative testing, they found out that online games can help a

student improve his/her grammar, vocabulary and comprehension

because they can have an interactive way to learn English or any other

language.
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SYNTHESIS OF THE STATE-OF-THE-ART


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DEFINITION OF TERMS
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CHAPTER 3

RESEARCH DESIGN

This chapter is a representation of the research design,

methodology, sampling design, data gathering procedures and statistical

tools that will be used in the study.

METHODOLOGY

This study use descriptive survey . The descriptive research design

can use a wide variety of quantitative method to investigate one or more

variables. Since the expected output is to provide baseline information

regarding the academic performance of Multiplayer Online Battle Arena

(MOBA) gamers. The researchers of the study also use purposive

sampling technique. The purposive sampling t4echnique is a type of non-

probability sampling that is most effective when one needs to study a

certain cultural domain with knowledgeable experts within, it is used to

determine the respondents of the research which consist of 30 identified

MOBA gamers and 30 identified non-MOBA gamers student that are

currently enrolled in Senior Highschool in St. Uriel Academy of Taguig City,

Inc. For the school year of 2019-2020.


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Instrument

The researchers will use survey questionnaires as the main

instrument of the study to determine the impacts of Multiplayer Online

Battle Arena (MOBA) among the Senior Highschool Students of St. Uriel

Academy of Taguig City. The designed questions focused on the gamers

and non MOBA gamers and its effect on the academic performance of the

students.

Sampling Design

This Quantitative Research design aims to gather information on

regarding to profile of the respondents the MOBA games they usually

played their length of engagement in MOBA gaming place where MOBA

gamer usually play MOBA games, the time of the day they usually played

MOBA games, the frequency of the playing MOBA games in a week. And

to determine the academic performance. Data gathered are carefully

analyzed: Conclusion and Recommendation where made and eventually

the baseline regarding the academic performance of the St. Uriel

Academy of Taguig City, Inc. students was produced.


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Data Gathering Tools

This study aims to know if there is an impact in playing MOBA

games in the students’ academic performance to the Senior High School

Students of St. Uriel Academy of Taguig City. A letter for approval was then

prepared in distributing the survey-questionnaires to the Senior High

School Students. The researchers clearly explained all the directions to

the respondents to ensure the understanding and correctness of their

responses.

Statistical Treatment

Mean formula:

∑ f (x)
x́ = N
,

Where x́ is the mean; ∑ f ( x) is the total scores of the students; and

N is the total number of students.


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Standard Deviation:

x−x́
Sd= )
√∑f ¿
∑f

Formula for the percentage:


P= × 100,
Y

Where P is the percentage; and y is the total number of items.


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CHAPTER 4

The Academic Performance of Senior Highschool Multi Player Online

Battle Arena (M.O.B.A) Players of St. Uriel Academy of Taguig City

This chapter discusses the data analysis and interpretation of data

from 60 respondents from the selected Senior Highschool students of St.

Uriel Academy of Taguig City. The researchers gave them a

questionnaires that was completed by gamer and non-gamer students.

This chapter also includes the hypothesis and decision rule for this study.
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Data Analysis and Interpretation

GAMER

TABLE 1: Demographic profile of the Respondent (Gamer)

Gender Total %
Female 8 26.67
Male 22 73.33
Age
15-16 10 33.33
17-18 19 63.33

19 above 1 3.33
Grade Level
Grade 11 16 53.33
Grade 12 14 46.67

The table 1 shows the profile of the respondents, most of the

respondents are male with the percentage of 73.33 and female with the

percentage of 26.67. 17-18 years old of the respondents got the highest

percentage (63.33) that play MOBA games and 19 above got thel lowest

percentage (3.33%). When it comes to grade level, Grade 11 students got

the highest percentage which is 53.33% while Grade 12 students got the

lowest percentage which is 46.67%.

TABLE 2: Frequency of playing MOBA games per week


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DAYS TOTAL %

1-2 6 20
3-4 5 16.67

5-6 3 10
Everyday 16 53.33

The table 2 shows that most of the respondents play Multiplayer

Online Battle (MOBA) everyday and least of the respondents play 5-6

days in a week.

TABLE 3: Average time span of playing MOBA games

HOURS TOTAL %

1-2 14 46.67
3-4 10 33.33
5-6 3 10
7 and above 3 10

The table 3 shows how long did the respondents play MOBA every

day. Most of the respondents say that they play MOBA games every 1-2

hours in a day, while 5-6 hours and 7 and above got the same percentage.

TABLE 4: KINDS OF MULTIPLAYER ONLINE BATTLE ARENA THE

STUDENTS USUALLY PLAY (ALWAYS)


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GAMES ALWAYS %

DOTA 2 3 10
LOL 6 20
ML 22 73.33
AoV 0 0

The table 4 shows that Mobile Legends got atleast 70% which is

the most played by the respondents, next was LOL who got 20% and the

DOTA 2 with 10%. While none of the respondents played AoV.

TABLE 5: KINDS OF MULTIPLAYER ONLINE BATTLE ARENA THE

STUDENTS USUALLY PLAY (SOMETIMES)

GAMES SOMETIME %

S
DOTA 2 5 16.67
LOL 7 23.33
ML 7 23.33
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AoV 5 16.67

The table 5 shows that most of the respondents sometimes play

LOL and ML while least of the respondents sometimes play DOTA 2 and

AoV.

TABLE 6: KINDS OF MULTIPLAYER ONLINE BATTLE ARENA THE

STUDENTS USUALLY PLAY (NEVER)

GAMES NEVER %

DOTA 2 16 53.33
LOL 10 33.33
ML 0 0
AoV 13 43.33

The table 6 shows that most of the respondents never play DOTA 2

and none of the respondents say that they never play ML, means they

usually play Mobile Legends.

TABLE 7: Number of hours spent for studying

HOURS TOTAL %

1-2 21 70
3-4 5 16.67
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5-6 3 10

The table 7 shows that most of the respondents study at home in

1-2 hours only while least of the respondents study at their home 5-6

hours.

TABLE 8: Frequency of absences in class

TOTAL %

ALWAYS 2 6.67
SOMETIMES 5 16.67
NEVER 28 93.33

The table 8 shows that most of the respondents are always present

in their class eventhough they are playing MOBA games and least of the

respondents choose to play MOBA games rather than to participate in the

class.

TABLE 9: Class participation of the Respondents

TOTAL %

ALWAYS 15 50
SOMETIMES 14 46.67
NEVER 1 3.33
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The table 9 shows that most of the respondents are always

participating their class eventhough they are playing MOBA games and

only one of the respondents say that he/she never participate in their

class.

TABLE 10: How MOBA games affect their emotions after playing

(Always answered Yes)

YES CHOICES: 26

ALWAYS %

ANNOYED 7 23.33
LOSS OF APPETITE 2 6.67
GUILTY 4 13.33
LONELY 3 10

DISSAPOINTED 7 23.33
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This table 10 shows that most of the respondents are always

disappointed and annoyed whenever they are defeated in a game and

least of the respondents say that they loss their appetite.

TABLE 11: How MOBA games affect their emotions after playing

(Sometimes answered Yes)

SOMETIMES %

ANNOYED 11 36.67
LOSS OF APPETITE 6 20
GUILTY 9 30
LONELY 9 30

DISSAPOINTED 9 30

This table11 shows that most of the respondents sometimes feel

annoyed whenever they are defeated in a game while some respondents


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feel guilty, lonely and disappointed and least of the respondents loss their

appetite.

TABLE 12: How MOBA games affect their emotions after playing

(Never answered Yes)

NEVER %

ANNOYED 4 13.33
LOSS OF APPETITE 13 43.33
GUILTY 8 26.67
LONELY 9 30

DISSAPOINTED 6 20

This tables12 shows that most of the respondents never loss their

appetite whenever they are defeated while least of the respondents say

that they never feel annoyed whenever they are defeated in a game.
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TABLE 13: How MOBA games affect their emotions after playing

(Always answered No)

NO CHOICES: 4

ALWAYS %

IT WAS JUST A GAME 8 26.67


BETTER LUCK NEXT 5 16.67

TIME
I CAMN PLAY 6 20

ANOTHER GAME
I DID A NICE 4 13.33

GAME,BUT MY

TEAMMATES

DOESN’T
OTHER 0 0
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The table 13 above shows that being defeated and success in a

game didn’t affect their mood and daily life because most of the

respondents always say that it was just a game and least of them says

that they did a nice game, but their teammate doesn’t.

TABLE 14: How MOBA games affect their emotions after playing

(Sometimes answered No)

SOMETIMES %

IT WAS JUST A GAME 3 10


BETTER LUCK NEXT 5 16.67

TIME
I CAMN PLAY 3 10

ANOTHER GAME
I DID A NICE 5 16.67

GAME,BUT MY

TEAMMATES

DOESN’T
OTHER 1 3.33

The table14 above shows that being defeated and success in a

game didn’t affect their mood and daily life because most of the
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respondents sometimes say better luck next time and they did a nice

game, but their teammates doesn’t while least of the respondents

sometimes say that it was just a game and they can play another game.

TABLE 15: How MOBA games affect their emotions after playing

(Never answered No)

NEVER %

IT WAS JUST A GAME 0 0


BETTER LUCK NEXT 0 0

TIME
I CAMN PLAY 0 0

ANOTHER GAME
I DID A NICE 0 0

GAME,BUT MY

TEAMMATES

DOESN’T
OTHER 0 0

This table 15 shows that they never feel anything whenever they

are defeated and succeed in a game.


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TABLE 16: Daily allowance of the Respondents

PESOS TOTAL %

20-50 15 50
60-80 8 26.67
90 and above 7 23.33

The table 16 shows that most of the respondents have 20-50 daily

allowance while least of them has 90 and above.

TABLE 17: Average amount of money they spent for playing

MULTI-MONEY AVE. TOTAL %

10-20 11 36.67
30-60 14 46.67
70-100 7 23.33

The table 17 shows that most of the respondents spent 30-60

pesos in playing MOBA games while least of the respondents spent 70-

100 pesos in playing MOBA games.


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TABLE 18: Devices they used in playing

DEVICES TOTAL %

Smartphone 26 86.67
Computer 7 23.33
Laptop 0 0

The table 18 shows that smartphone are the most used device by

the respondents in playing MOBA games while laptop never use by the

respondents.

TABLE 19: Grade point average or equivalent grading system of the

MOBA players

AVERAGE TOTAL %

65-70 0 0
75-80 12 40
85-90 17 56.67
90-95 1 3.33

The table 19 shows that current gade point of the respondents will

be 85-90 and the least of the respondents got the 90-95 grade point in

their grading system.

TABLE 20: Different reason of gamers in playing


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TOTAL %

Interesting 12 49
It is trending 5 16.67
Because my friend was 7 23.33

playing it too
I feel comfortable when 14 46.67

I’m playing it

The table 20 show that most the respondents got attracted in

playing MOBA games because they feel comfortable when they playing it

while the least of the respondents got attracted because it is trending.

NON GAMER

TABLE 21: Demographic profile of the Respondent (Non-Gamer)


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Gender Total %
Female 25 83.33
Male 5 16.67
Age
15-16 10 33.33
17-18 19 63.33

19 above 1 3.33
Grade Level
Grade 11 24 80
Grade 12 6 20

The table 21 show the profile of th;e non gamer, there are more

female non gamers than male. And most of the non gamer start in the age

of 17-18 years old and the least of it is 19 years old and above. The most

non gamer is Grade 11 and the least of it is Grade 12.

TABLE 22: Class participation of Non-Gamers

TOTAL %

ALWAYS 15 50
SOMETIMES 14 46.67
NEVER 1 3.33
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The table 22 show that the most of the non MOBA gamers are

more often to engage in studying their lessons. But some of the non

MOBA gamers don’t really always engage in studying maybe they have

other chores ang other leisure activities, while there are also non MOBA

gamers who don’t really engage on studying their lessons in school.

TABLE 23: Grade point average or equivalent grading system of the

non-gamers

AVERAGE TOTAL %

65-70 0 0
75-80 5 16.67
85-90 24 80
90-95 1 3.33
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The table 23 shows that the average 85-90 is the highest of the

non gamers and the lowest average is 75-80. It shows that non gamers

are achieving the highest average because of not playing online games

and there is no other distracting to them

TABLE 24: Reasons of not playing MOBA of the non-gamers

TOTAL %

STUDY FIRST 9 30
BECAUSE I’AM 3 10

PLAYING OTHER

GAMES
I DON’T HAVE 2 6.67

PHONES
I DON’T HAVE TIME 8 26.67

FOR THAT KIND OF


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MATTER
I DON’T HAVE 3 10

BUDGET FOR THAT

KIND OF THING
TOO BUSY TO PLAY 4 13.33
OTHERS 5 16.67

The table 24 show the reason why non gamer respondents choose

not to play MOBA games because they need to study first with the

percentage of 30% instead of playing games and the least of it choose not

to play MOBA games because they don’t have phones with the

percentage of 6.67%.

TABLE 25: Reasons non-gamers for not playing frequently

TOTAL %

TOO EXPENSIVE 2 6.67


NO INTEREST 21 70
TOO BUSY 6 20
OTHER 2 6.67

The table 25 show that the most non gamer respondents don’t play

frequently because they don’t have interest to play MOBA games with the

percentage of 70% while the least of it says that it’s (6.67%)


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TABLE 26: Someone who push them in playing MOBA games

TOTAL %

FAMILY 3 10
FRIENDS 24 80
OTHER 4 13.33

The table 26 show how non gamers are being pushed by Family,

friendsand others. 80% of non-gamers (24) respondents are being pushed

by thier player friends to play games while 13.33% of this are being invited

by others and only a smalll percentage are dragged by their family.


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ST. URIEL ACADEMY OF TAGUIG CITY
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TABLE 27: Reasons of seeking enjoyment by not playing MOBA

games

TOTAL %

WATCHING 23 76.67

MOVIE/SERIES
PHYSICAL 5 16.67

ACTIVITIES
OUTDOOR 5 16.67

ACTIVITIES
OTHER 2 6.67

The table 27 shows how non-gamers spend their leisure time

though they don’t plau M.O.B.A games. 76.67% of the respondents spend

their free time watching movies/series. That 23 out of 30 respondents .

16.67 of them does physical Activities and also 16.67 percent does

outdoor activities and only 6.67% choose others to spend their liesure

time.
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ST. URIEL ACADEMY OF TAGUIG CITY
Orchid St. Samama II Napindan Taguig CIty

TABLE 28: Possible effect of MOBA games that you don’t want to

adopt when you try playing it.

EFFECT TOTAL %

LATE TIME OF NAP 9 30


ADDICTIVE 22 73.33
LATE TIME OF MEAL 5 16.67
IRRITATED 4 13.33
OTHER 1 3.33

The table 28 show what the possible effect of MOBA games that

non MOBA gamers don’t want to adopt when they’re try to play it because

they become addicted who got 73.33% and the least of it says that they

become irritated with the tottal of 13.33%.


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Orchid St. Samama II Napindan Taguig CIty

TABLE 29: Advantage of not playing

ADVANTAGE TOTAL %

MORE FOCUSED ON 16 53.33

STUDIES
MORE TIME TO 14 46.67

BOND WITH FAMILY

AND FRIENDS
PERFECT AND 5 16.67

ENOUGH TIME TO

SLEEP
HAS TIME TO DO 4 13.33

OUTDOOR/INDOOR

ACTIVITIES
OTHER 1 3.33

The table 29 shows that non-gamers got the highest that more

focused on studies is the advantages of not playing online games and the

lowest is other. Non gamers will be focused on their studies and to give

more time to their family because of they not playing online games.

TABLE 30: Reason of non-gamers not to be hooked on online games


of this modern world
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TOTAL %

FAMILY BOND 14 46.67


SPENDING TIME IN 11 36.67

PHYSICAL

ACTIVITIES
GOING OUTSIDE 5 16.67
OTHER 2 6.67

The table 30 shows the reason anf activities that non MOBA

gamers do rather than playing 46.67% percent of the respondents chose

to spend their time with their family. While there are 36.67% of

respondents who spend their time on Physical Activities. Aside from

spending their time in their family and Physical Activities, 16.67% of the

respondents chose to go outside and do other activities. While the 6.67%

of the respondents do other things rather than to play.

TABLE 31: Possible way or action plan to control the addiction in

playing MOBA games


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TOTAL %

SPENDING MORE 9 30

TIME WITH FAMILY


FOCUS MORE ON 17 56.67

YOUR STUDIES
SPENDING TIME IN 4 13.33

PHYSICAL

ACTIVITIES
GOING OUT WITH 9 30

FRIENDS

The table 31 show the possible solution of the students who are

addicted in MOBA games. 56.67% of the respondents suggested that

MOBA gamers should focus more on their studies while 30% of the

respondents says that students should spend more time/ family and

friends. While 13% of the respondents suggested that spending time in

physical activities is one of the best solution that more of the students do

rather than to play.

HYPOTHESIS
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DECISION RULE
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ST. URIEL ACADEMY OF TAGUIG CITY
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CHAPTER 5

SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATION

In this chapter included the summary of findings, conclusions and

recommendations of data. Where it shows the information that can be a

solution for the successful study.

SUMMARY OF FINDINGS

The Researchers found out that the activities done by the students

CONCLUSION

After the study We conducted, the result of the data we gathered

yield and lead us to this conclusions:

 The academic performance of M.O.B.A gamers are not greatly

afffected by playing M.O.B.A games.


 The activities they do with their pleasure time doesn’t greatly affect

their overall academic performance as a Senior Highschool

students.
As an addition, to solidify the said conclusion or the result

above, the Researchers had some point of reference that serves as

the base line to further prove and elaborate that there is no


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significant effect in the academic performance of Senior Highschool

while playing MOBA games.

RECOMMENDATION

After a careful and throrough evaluations of the results of the

research conducted, the following recommendations are hereby given:

 Student should know their limitations in playing M.O.B.A games.


 Students should know the consequences that they might get from

too much playing M.O.B.A games.


 Students should know that M.O.B.A games not just for fun but it

could also give them the laerning that they may apply in their lives.
 Parents must guide them on choosing the most appropriate activity

that their children should do aside from studying.


 Parents must know how to limit their children in playing M.O.B.A

games.
 Teahers should guide their students to manage their time properly.

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