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CHAPTER 1

INTRODUCTION

Computer games are most trendy entertainment in our modern societies

.It is a leisure activity that has become an ever increasing according to Nielsen

Company 2017 the amount of time spending playing mobile games has

increased from 5.1h/week to 6.5h/week in 2017. The excitements of the game

make them the common recreational programs for today’s generation, the higher

level of the game they reach the more the players get incarcerated but the thing

is they immersed in the game so much that they completely separate from their

surroundings.

Computers were created because of technology. Computers become a big

part of our lives the way we work, we learn, we lived and even the way we play.

Along the evolution we can now edit and save documents as well as online

games. Due to the past advancement of technology now a days. Students were

getting involved too much playing with mobile games. Since computer are very

accessible everywhere youth can spend a lot of time in playing mobile games. By

spending a predominant part of the day gaming, excessive video gamers are at

risk of showing lower educational performances and having health disorders

(Primact et al, 2012 ; Granic et al, 2014: Carras et al, 2018) parents and

professionals are worried about their excessively playing games.


July 11 2016, mobile legend bang bang is a game design which can be

play on such as los and android mobile phone devices but now you can also

access this game into computers. This said games was developed by two

company the Shanghai Moontoon Mulong Network technology and technology

Co Ltd, under the leadership of Justin Yuan and Xu Zenhua. This game is very

popular in Asia. The rule of the games are 2 opposing team where they will

defend there own base and destroys the other team. There are 3 lines in the map

first is the “upper”, “lower”. “middle”. Those lines are connected to the road to the

base. In mobile games especially Mobile Legends the players can interact with

the other players to communicate these feature called chat room.

On the basis of developer online games www.steam.com said if there are

12,675.696 players who download mobile games .most of the players are

teenager and early adults 15-25 years of aged. These instances through playing

so much time there are domino effects to the one who get addicted to this game,

he / she will no longer have the honor of being with another person, developing a

poor body because they choose to skip eating their food on time.

Thus, research focuses on the effect of mobile games (mobile legends) to

the health and academic performances of the students in City of Meycauayan

Senior High School (CMVSHS).

In here, the researchers will identify the possible consequence of playing

mobile games to the health and academic performances of the student.


Conceptual Framework

INPUT PROCESS OUTPUT

The researchers The effects of Mobile


conduct an interview Games (mobile
Interviews legends) to the
The researchers sort health and academic
Questionnaires and gathered data by performance of the
means of students in CMVSHS
questionnaire

A paradigm below was focused on the study of the effects of mobile games( mobile
legends) to the health and academic performances of the students in CMVSHS. A
conceptual Framework used in order for the research to clarify some concepts regarding

Students .
The result of this study can give them an ideas and information about the effects of mobile
games (Mobile Legends) to the behaviour and health aside from negative effects

Future Researcher.
The result of the study will be serving as a guide of other researchers who would embark
conduct of study of similar nature

Scope and Delimitation

This study aims to know the effects of mobile games (Mobile Legends) to the behaviour
and health of SHS students. This study is limited only to the players of mobile games
(Mobile Legends) in SHS Department. The respondent will be all SHS Students from Brgy.
Pag-asa St Malhacan Meycauayan Bulacan.
STATEMENT OF THE PROBLEM

This study aims to know the perceived effects of mobile games (mobile legends)
to the health and academic of the students in CMVSHS.

1) How long (time) they use to play mobile games?

2) Do they become productive when they playing this?

3) How mobile legends affect student?

4) How does playing games tent to make you feel?

5) Have you lelegends)?

6) What are the negative effects of mobile legends to you?

7) Why do you think that mobile legends are very popular?

SIGNIFICANCE OF THE STUDY

This study will help the students to have an insight on the impact of mobile

games toward to their health and academic performancethat will conduct.

a) To the parents this study will help to have enough knowledge about the

effects of mobile games to health and academic performance


PART II: REVIEW OF RELATED LITERATURE AND STUDIES

RELATED LITERATURE

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

between the two .Thus , meaning that there is no relation between the number of

hours played by a player and his grades.

RELATED STUDY

One of the negative is this many cases among student are addiction and the

addiction may lead worse problem. Student high school many, they may become

lazy when it comes to studying and prefer playing the whole day long. Some may

event skip school in order to have more playing time addicted games spend so

much time playing that their personal relationship get neglected and sometimes

disappear altogether among addicted gamer who are married up to 50 percent

report a strain in their marriage as a result of their addiction addicted gamer also

neglect the responsibilities of everyday such as school of CMVSHS


LOCAL LITERATURE

This article arms to perform a literature review of the available research

that focus strictly on MOBA(multi player online battle arena)games first a review

identifying the relevant papers publish since 2011 is conducted exploring them

systematically to extract similarities gaps and main finding. Result show how

mobile legend is the most explore games with player experience and toxic

behaviour as popular topic for research.

Mobile game addiction Hypothesis

An online game is a video game thet either partially or primarily played through

the internet or another computer network. Online games are ubiquitous on

modern gamingpaltforms, including mobile devices PCs and many genres,

The designe of online games can range from simple text-based environment to

the incorporation of complex graphics and virtual worlds. Online games culture

sometimes faces critisms for an environmentthat might promote cyberbullying

and violence, some games are also concerned about gaming addiction os social

stigma. Online games have attracted players from variety of ages, nationalities,

and occupations, Online games content can also be studied in scientific field

especially gamer’s interaction within virtual societies in relation to the brhavior

and social phenomena of everyday life.

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