CHAPTER 1
INTRODUCTION
With the fast development of mobile technology, many functions of desktop
computers have been transferred to mobile devices like Ipad and smartphone, which
is especially the case for game applications. Mobile video games refer to games
played by either single or multi players via online mobile devices. These games are
particularly popular when they can be downloaded for free (e.g., “freemium games,”
which are free but customers pay for extra features) (Su et.al 2016). Because of
technology, new things were created ,one of these things are mobile games. Moblie
game are games played on a feature phone, smartphone, tablet, smartwatch,
portable media player or graphing calculator. One of the most played game these
days is Mobile Legends. Mobile Legends is created by China developer Moontoon
Technology. It is a game designed which is only for phone. This game has two
opposing teams to defend the fort so as not taken over the opponent.
Relatively few studies have examined the relationship between mobile game
addiction and mental health outcomes. This is because, so far, no measurement
especially designed for mobile game addiction has been developed. In literature,
problematic mobile video gaming has been defined as a phenomenon in which users
strongly rely on mobile games and cannot help playing them repeatedly over a
comparatively long period (Sun et al., 2015, p1-12).Specifically, mobile video games
are characterized by portability, immediacy, and accessibility (Lee&Kim,2017) which
can raise the possibility of addictive behavioral patterns and, consequently, more
serious mental health issues.
According to Benny(2018) playing mobile games can cause loss of productivity, one
may not play for hours in a row, but probably doing it several times a day, take a
couple of minutes just to check the game or complete a simple action instead of
concentrating on the task one is doing. It sounds inoffensive butthese dozens of
transactions add up over the day or week and cause a lot of wasted time. Since the
time mobile legend was released many teenagers were hook in playing this game.
Indeed the vast majority of psychological research on the effects of gaming has been
focused on its negative impact: the potential harm related to agression, addiction,
and depression.
It is likely that this focus will not diminish in the near future, in part because of the
enormous media attention garnered when mass killings are associated with youth
who play violent video games (Ferguson 2007). But on the other hand, according
to Pellis (2007) nueroscientific research with rats suggest specific brain mechanism
that help explain how play fighting in particular leads to the development of social
competence. Gottman(1986) proposed that by context tough which themes of power
and dominance, aggression, nurturance, anxiety, pain, and joy can be enacted
productively.
Dr. H. Takeuchi, from the Division of Developmental Cognitive Neuroscience,
Institute of Development, Aging and Cancer, at the Tohoku University, in Japan,
published in Molecular Psychiatry, their study showing that more hours of mobile
gaming are linked to lower verbal IQ and adverse changes in the brain’s white
matter. These effects are likely to lead to long-term maldevelopment of verbal
functions and other unfavorable changes in the dopamine-producing system of the
brains.
The researchers believed that studying the effects of Mobile Legends may help the
senior high school students to be aware of its health risks that come with its
prolonged use. They also want to develop programs that may help the students who
are playing mobile legends excessively to cope up with the negative effects in health
as a result of playing the said game. Therefore, researchers are eager to expand
their further study on that school.
THEORETICAL FRAMEWORK
Several theoretical frameworks have provided useful insights for
understanding negative mobile game effects on mental health . Three different
approaches are described in this section: (1) mood management theory,(2) general
aggression model and general learning model and (3) five dimensions of video game
effects perspective.
Mood management theory (MMT) proposes that the consumption of entertainment
content could alter an individual’s current mood state . Continuous playing with
mobile legends and the increase of time spent of playing (even late in the evening)
has a negative influence on teenagers’ health.Insufficient time for rest and sleep
affects the general condition of the child’s organism and disturbs the normal
psychological status (Koleva N, 2014).
The General Aggression Model is often used as a theoretical framework to describe
why exposure to violent video games would lead to increases in aggression.
According to this framework, repeated exposure to violent video games leads to the
learning, rehearsal and reinforcement of violence which in turns increases
aggressive cognition, aggressive attitudes, and physiological functioning associated
with aggression. Changes in these outcomes lead to increased aggressive
personality, which mediates the relation between violent video game exposure and
physical aggression in the real world (Anderson & Bushman, 2002). The general
learning model provides a useful framework for understanding how video games
exert short term and long terms effects on their users.This model shows that learning
does not simply mean acquiring information, but potentially changing behavior and
personality as well. Video games are clearly a powerful tool and,like any effective
tool,care should be take in how they are used (Anderson & Dill, 2000).
The GLM provides a useful
framework for
understanding how video games
exert short term
and long term effects on their
users. This model
shows that learning does not
simply mean acquir-
ing information, but potentially
changing behavior
and personality as well. Video
games are clearly
a powerful tool and, like any
effective tool, care
should be taken in how they are
used.
The General Aggression Model indicates that long tem exposure to violent video
games increases aggression by altering players’ aggressive personality (Anderson &
Bushman, 2002). The General Aggression Model (GAM: Anderson & Bushman,
2002; Anderson & Dill, 2000) is often used as a theoretical framework to describe
why exposure to violent video games would lead to increases in aggression.
According to this framework, repeated exposure to violent video games leads to the
learning, rehearsal and reinforcement of violence which in turns increases
aggressive cognition, aggressive attitudes, and physiological functioning associated
with aggression. Changes in these outcomes lead to increased aggressive etween
violent and
The five dimensions of video game effects approach posits that video games can
affect players on at least five different dimensions amount of play, content,
context, structure, and mechanics. Each dimension can produce specific types
of effects. The amount of play can produce effects regardless of game content by
displacing time players spend in other activities (Anderson&Bushman, 2020 ). Due
to the constant interrelation between the game’s content, structure and the control
over it, the excessive use of games with aggressive content which are not structured
well enough could lead to negative psychological consequences for the players
(Koleva N, 2014 ).
SCHEMATIC DIAGRAM
INDEPENDENT VARIABLE DEPENDENT VARIABLE
Student’s profile
a.Age
b.Sex
c.Strand / track
Effects of mobile games to
the
mental health of SHS
students
Figure 1.The Schematic Diagram of the study shows the Independent and
Dependent variable.
STATEMENT OF THE PROBLEM
This study aims to know the mental health effects of Mobile Legends
toward Grade 12 HUMSS D students in Initao National Comprehensive High
School.Specifically,this study seeks to answer to the following questions:
1.What is the profile of respondents in terms of:
1.1.Sex
1.2 Age
1.3.Strand /track
1.4.Year level
2.How long the respondents use to play mobile games?
3.What are the possible effects of playing mobile games in SHS students in terms of:
3.1 Mental health
SIGNIFICANCE OF THE STUDY
This study will be valuable and significant to the following:
Players: This study is primarily important to players, for it will give them relevant
information about the negative effects on mental health that they may acquire from
playing mobile legends.
Parents : This study will help the parents to have enough knowledge about the
negative effects on mental health of mobile legends among their children who are
playing the game.
Readers: This study will help the readers to have the understanding about the
negative effects on mental health of mobile legends and to recommend possible
solutions for those who are experiencing it.
Future Researchers: The result of this study will serve as a guide of other
researchers who would embark in conducting a study similar in nature.
SCOPE AND DELIMITATION
This study aims to know the negative effects of playing mobile legends on mental
health among Senior High School students.This study is limited only to the the
players of mobile legends in Senior High school department.The respondent will be
the selected enrolled Grade 12 HUMSS D students of Initao National
Comprehensive High School.
DEFINITION OF TERMS
There are following terms in this research that might new or unfamiliar, the
researchers also used some word but gave a new meaning. This section will
define those terms for clarification and better understanding.
Addiction - defined as a chronic, relapsing disorder characterized by compulsive
drug seeking and use despite adverse consequences .It is considered a brain
disorder, because it involves functional changes to brain circuits involved in reward,
stress, and self-control.
Mental health- includes our emotional, psychological, and social well-being. It
affects how we think, feel, and act. It also helps determine how we handle stress,
relate to others, and make healthy choices.
Mobile game- is a video game that is typically played on a mobile phone. The term
also refers to all games that are played on any portable device
Mobile Legends- Bang Bang is a multiplayer online battle arena (MOBA) game
designed for mobile phones. The game is free-to-play and is only monetized through
in-game purchases like characters and skins.