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THE EFFECTS OF MOBILE GAME ADDICTION IN SENIOR HIGH SCHOOL

STUDENTS OF GLOBAL TECHNICAL SCHOOL OF ZAMBOANGA

A Research Proposal Presented

By;

Galvezo, Hanah Vanessa S.

Guanzon, Razzel Mae A.

Maaw, Joan A.

Macapagal, Ely Mae Caine B.

Medina, Jessica B.

Pantaria, Shevanie

Ramos, Lorenz H.

Research Paper Submitted to the Global Technical School of Zamboanga City Inc. In

Partial Fulfillment of the Requirement for

Practical Research I

GAS/ABM , 2019

Rowena Pilar F. Laureano


Course Instructor
Significance of the Study

This study is important for several reasons. In reviewing the literature on the

effects of mobile games addiction among Senior high school students of Global

Technical School of Zamboanga here in Zamboanga City, the researchers found a lack of

research about the Effects of mobile game addiction to senior high school students

specifically among adolescence. Understanding and knowing the root of the effects of

mobile games addiction will help adolescence minimize the thought of rendering their

time to online mobile games. Also, knowing the demographic profile of these students

will help the researchers and the people around these students to understand them and

will be able to extend help in any way possible. It will also help to develop a preventive

program.
Statement of the Problem

The study aims to determine the effects of mobile game addiction in

Senior High School of GTSZ. Inc. Specifically, it sought to answer the ff. questions.

1. Have you ever played/downloaded a game app?

2. Do you think mobile game can affect your study?

3. While playing mobile game can you still eat in a right time?

4. Can you still do your responsibility as a student?

5. Are you willing to uninstall your mobile game?

6. Can you still sleep in a right time?

7. Can you still do your household chores?

8. If you are playing mobile game can you still do and manage your homework or

assignments?

9. Does a mobile game help you to achieve your financial needs?

10. Does a mobile game affect your academic performance in school?

11. How much time do you spend in gaming?

12. What game(s) do you commonly play?


CHAPTER 4

Research Design and Methods

This research utilizes a case study design. Case study research excels at binging

us to an understanding of complex issue or objects and can extend experience or add

strength to what is already known through previous research. Case study emphasizes

detailed contextual analysis of a limited number of events or conditions and their

relationships. We utilized a descriptive qualitative approach to examine contemporary

real-life situations and provide the basis for the application of ideas and extension of

method. The researchers conducted a case study on the students of Global Technical

School of Zamboanga City Inc. By means of questionnaires, the researchers will be able

to determine the effects of mobile games in senior high school amongst the samples.

Locale of The Study

This study will be conducted in Global Technical School of Zamboanga City Inc.

It will be done during the academic school year school year 2019-2020.

Participants

For the data needed to answer the research problem, the researchers selected (15)

respondents for the study. The respondents of the study must be: male and female and are

students. The participants of this study are bona fide students of Global Technical School

of Zamboanga City Inc. Particularly the Senior High School Students enrolled in

semester 2019 - 2020.


Sampling Method

In selecting the respondents, the researchers used the purposive sampling. A

purposive sampling is a non-probability sample that is selected based on characteristics of

population and the objective of the study. Purposive sampling is also known as

judgmental, selective, or subjective sampling. This type of sampling can be very useful in

a situation when you need to reach a targeted sample quickly, and where sampling for

proportionality is not the main concern. It is a non -random selection of participation on

purpose. The participants will be chosen according to the criteria.

Data Analysis Process

The data will be analyze using Frequency Distribution.

Ethics and Human Subjects and Data Management Issues

The purpose of this research was to study the effects of mobile games

addiction among Senior high school students in Global Technical School of Zamboanga

City. Purposive method was used to select for the study. The researchers gave a consent

forms to them for the purpose of asking their permission to participate in the study. The

participants must answer a structured questionnaires.


CHAPTER 5

Data Results and Findings

The result of this study is significant to the following group of students.

This study may give information to the students about how online gaming affects

the life of a students.

This study may serve as the way to the teachers to determine the students who are

addicted to online games so they can help the students to avoid being addicted to online

games.

This study is significant to the family because it may help them to know if their

children are addicted to online games.

It would help the future researchers that are interested in this study. It will serve

as their basis and their background about their research.

Statistical Treatment

To fully analyze and interpret the data collected from the questionnaires, this

study will use the statistical treatment, wherein this will determine the total counts and

distribution of the answers of the respondents.


Crossfire 1 2 1 4

Clash of
1 3 4
Clans

Minecraft 2 3 1 6

Word
3 1 4 8
Scape

OTHERS:

Candy Crush (1) Billiard (1) Chef Time (1) Farmers (1)

Interpretation from table 1.3.

In this table, it shows that among the 15 respondents, the most game that is

being played is Mobile Legends with a total of 12, followed by Rules of Survival and

Counter Strike with a total of 9 and followed by Word Scape with a total of 8 and

followed by Minecraft with a total of 6 and other games with a total of 4 followed by

League of Legends with a total of 2 and other games which is The Candy Crush, Billiard,

Chef Time, and Farmers with a total of 1. In this table, it shows also that ICT students

tend to play more online games followed by GAS, and TVL-HE respectively.
friends, lack sleep and lack compliance in school requirements, based from the collected

data.

All in all, gaming addiction affect gamers negatively. Though, gaming just in

itself doesn’t affect much negatively, but positively. The causes of gaming are just based

on how they use gaming: too much gaming, negative; enough time of gaming, positive.
Recommendation

With the outcome of the study, the researchers recommend the following:

For future studies like this:

a. The sample size is recommended to be larger to scope the gamers outside of

school and the gamers of different age groups.

b. The future researchers are recommended to seek the deeper effects of gaming

addiction. This is to give more light to others that gaming addiction can cause

such negative or positive effect.

For future studies that are related to this:

a. The future researchers are recommended to give more attention to the reasons

why gaming is addictive. With more specific points like game design, game

advertising, music design, etc. Since gaming addiction can come from the

game itself as proved in the study.

b. The future researchers are recommended to conduct interviews to gamers that

are considering themselves to be addicted to gaming. With these

recommendations to be considered of the future researchers, it can help the

future studies greatly and help the awareness of others to gaming addiction

with its causes and effects to students and gamers.


CHAPTER 8

References

1. Electronic Gaming and Psychosocial Adjustment

http://pediatrics.aappublications.org/content/pediatrics/early/2014/07/29/peds.201

3-4021.full.pdf

2. The Culture of DOTA in the Philippines (revised) | J Franco Ray

http://www.academia.edu/22222828/The_Culture_of_DOTA_in_the_Philippines_

revised

3. Philippines PNP-CIDG: Addiction to Online Gaming is a Disease

http://gameshogun.ws/philippines-pnp-cidg-online-gaming-is-a-disease/

4. Weekly Gaming Update – Game Con PH And Gaming Addiction Disorder

https://pinoygamer.ph/threads/weekly-gaming-update-gamecon-ph-and-gaming-

addiction-disorder.4340/

5. Kids on Computer Game Addiction in the Philippines

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