Group-1 (1)
Group-1 (1)
INTRODUCTION
Mobile games are those made specifically for portable electronic devices, like PDA’s,
tablet PC’s, smartphones, feature phones, pocket PCs, and portable media players. From simple
games like Snake on older Nokia phones to complex 3D and augmented reality games, mobile
games come in a variety of styles. Overtaking both console and PC gaming, mobile gaming has
become the most popular kind of gaming worldwide. Because almost everyone owns a
smartphone that can play games, accessibility is one of the factors contributing to the popularity
of mobile gaming. In addition to the widespread use of cellphones, mobile games have made
everyone a gamer, whether they want to admit it or not. We now see gamers everywhere we go,
dispelling the antiquated stereotype of gamers as young guys who spend their nights playing
console games in their parents basement till the wee hours of the morning. Whether it's a woman
in line, a man playing a word game while waiting for his plane to take off, or a youngster playing
match three at a table wherever they go, smartphone gamers are playing games for coffee and
racing cars. Since the iPhone's 2007 release, not only has mobile gaming risen to the top of the
gaming genre, but it has also given rise to a number of immensely popular games and, in certain
cases, major cultural phenomenon unrelated to gaming, such as the Angry Birds films ( Rouse,
2012).
Mobile games are the games that played by their phone like Mobile legend, League of
Legend, Clash of Clans, now a day mobile game is increasing because some people they earn
money.
The oldest recorded game on a mobile phone was a Tetris variant on the Hagenuk MT-2000
device from 1994. Mobile gaming has certainly come a long way from simple Snake games on
previous basic Nokia devices to more intriguing 3D and virtual reality games. Mobile game
downloads are available through app shops and mobile operator portals. Additionally, it's
common to find that when a portable device is purchased, the cell operator or the OEM preloads
it with games. Because smartphones and mobile devices have constrained system resources, it is
critical to realize that consumers cannot enjoy the same level of gaming immersion as they could
on specialized PCs or gaming consoles. As of 2011, the only smartphone with a dedicated
gaming controller was the Sony Ericsson Xperia PLAY. The keypad or touch screen displays on
the majority of mobile devices serve as both a game controller and a user input device. Fast
CPUs with huge random access memory (RAM), specialized graphics processing units (GPU),
and high-resolution display panels are necessary for advanced mobile gaming. Open GL ES is a
The first Mobile gaming is Tetris but due increasing of technology they invented the
The continuous and destructive pattern of playing mobile games that leads to
uncontrollably high spending, declining physical health, and the disintegration of relationships
with others is known as mobile gaming addiction. The majority of the current study on the
subject of mobile gaming addiction focuses on the personality characteristics that increase a
person's risk of addiction as well as the reasons for playing mobile games. Nevertheless, little is
known about the specific processes by which the qualities, features, and content of mobile games
lead to addiction. In an effort to close this knowledge gap, our research shows that the traits,
features, and content of a mobile game combine three fundamental mechanisms gambling,
which are each made up of particular traits, features, and game content may have an impact on
players' psychological states and lead to a dependence on mobile gaming ( Park, 2020).
The mobile gaming addiction is started when you play uncontrollably because some of
mobile game have beautiful content that the student lead to addicted.
STATEMENT OF THE PROBLEM
This study aims to know the effect of mobile game addiction on the academic
performance among the Junior and Senior High School Student of God’s Grace Christian
Academy. This study may help the school administrator, teacher, students, parents, and future
researcher to know what can cause of spending more time in mobile game for their academic
performances.
a. Mobile Legends
The significance of the study is offering valuable implications for School Administrator,
Students, Teachers, Parents, and Future Researchers at God's Grace Christian Academy.
By this study the school administrator can help the students to gain more knowledge
about the effect mobile game addiction to their academic performance so that the student will
understand that mobile gaming can effect their academic performance. In this study the school
administrator together with the teachers and parents will be collaborate to give information about
To the Teachers
The teacher will be the beneficiary to this study because they are the educators in school
so they can educate students about the effect of mobile gaming addiction. With this study the
teacher will learn a lot about the mobile gaming addiction on the students.
To the Parents
For the parents this study will help them to know the possible effect of mobile gaming
addiction on their academic performance so that the parents will monitor their children time to
time so that their children will pay more attention in academic then playing mobile games.
To the Student
For the students who addicted to mobile games they will learn about the possible negative
effects of mobile game addiction on their academic performance. With this information, they
may make more educated choices about how much time they spend on screens, encouraging a
The researcher believe that this study will help the future researcher to understand, if
their topic or title is similar to this study. By this study the future researcher will learn the
possible effect and solution to their topic because this topic can be related to the technology,
The scope of this study is only focus on the effect of mobile gaming addiction on
academic performance among the students of God’s Grace Christian Academy of Sto. Domingo
II, Capas, Tarlac. This limitation of this study is for the student who play mobile games only.
CONCEPTUAL FRAMEWORK
This study aims to know the effect of video games addiction on the academic
performance of the Junior and Senior high school students. It outlines the step that will take of
Mobile Gaming
Addiction
- Mobile Legend How mobile game
- Call of Duty addiction impact the
- Clash of Clans student ability to learn?
- League of Legend
This study is anchored on the mobile gaming addiction of the student, in order to
ascertain how this theory might be fixing the problem, for the effect of mobile gaming addiction
on the academic performance among junior and senior high school students of God’s Grace
Christian Academy of Sto. Domingo II Capas, Tarlac Inc. through this study they will understand
the procedure to aids the problem, this study help them to comprises the developing opinion of
other to gain knowledge that the mobile gaming addiction is not good to our health and
academic.
Through this diagram it will explain well about the effect of mobile gaming addiction on
the academic performance among the junior and senior high school students. The mobile game
that they would using are Mobile legends, Call of Duty, Clash of Clans, and League of Legend
because the graphic design of those game a lot of people are experiencing the addiction to the
mobile game.
An addiction to mobile games can hinder students learning in a number of ways. When
students develop a mobile gaming addiction, they frequently play these games for extended
periods of time, which can cause them to overlook their academic obligations, such as studying
and finishing homework. This may lead to subpar academic achievement as they are not
This diagram will explaine that the addiction to mobile games can negatively impact
student academic performance, focus, sleep habits, social interactions, and emotional health, all
of which can hinder their capacity to study. To preserve a positive and productive academic life,
students must find a balance between their gaming addiction and their academic obligations.
In this diagram the students in junior and senior high school may experience negative
that parents, teachers, and students themselves understand the warning signs of addiction and
take proactive measures to address it. Some of these proactive measures include limiting screen
time, promoting healthier pastimes and interests, and obtaining support from addiction specialists
or counselors. Early intervention for mobile game addiction and the promotion of healthy
lifestyle choices can help pupils enhance both their academic performance and general well-
being.
DEFINITION OF TERMS
Console Games – (Conceptual Definition) is a kind of video game where the player manipulates
visuals and sounds produced by a video game console that are shown on a television or other
audio-visual device.
- (Operational Definition) The console game is played in the TV with remote control it
also can played by 2 or 3 player.
2D - (Conceptual Definition) as a two-dimensional shape or flat figure with length and width.
Shapes that are two dimensional, or 2D, lack thickness. Two-dimensional figures can be
categorized according to their dimensions.
- (Operational Definition) The 2D can refer to drawings, paintings, or graphics
that are created on such flat surfaces, lacking the illusion of depth that 3D
objects possess.
3D - (Conceptual Definition) Refers to the width, height, and depth—the three spatial
dimensions. Everything that can be viewed in the physical world has three dimensions.
- (Operational Definition) The 3D refers to the spatial dimensions of length,
width, and height, constituting a physical or virtual space where objects
exist and can be perceived from various angles.
- (Operational Definition) Portable Media Players are handheld electronic devices that
allow consumers to store and play digital content like music, photos, and videos on
the go.
Random Access Memory (RAM) – (Conceptual Definition) is an acronym for random-access
memory that is frequently used in computers. It is sometimes referred to as memory or PC memory.
RAM is essentially the short-term memory of your laptop or computer. Your computer processor needs
this location of the data in order to run apps and open files.
- (Operational Definition) Random Access Memory (RAM) is a type of computer
memory that serves as the short-term memory for your device. It's used by the
processor to store and access data needed to run applications and open files quickly.
Stereotype – (Conceptual Definition) a widespread, unjustified, and false perception that everything
or everyone with a certain trait is thus.
- (Operational Definition) This is using to play games for teens and adults.
Socialization – (Conceptual Definition) Is the process through which a person adjusts their
standards, abilities, motivations, attitudes, and behaviors to fit the norms that are seen to be desirable
and suitable for their current and future roles in a given society.
the danger of both physical and mental health issues for users. The term "Internet Gaming
Disorder (IGD)" includes video game addiction, which is frequently linked to gambling
addiction. IGD has generally been connected to worse academic achievement among pupils in
school settings. However, a 2016 study by Samaha and Hawi found no connection between
academic achievement and the likelihood of smartphone addiction. This indicates a difference in
the academic performance outcomes between mobile phone addiction and IGD.
According to this article the mobile gaming can cause damage to the health and physical
for every users, there is a disease called Internet Gaming Disorder (IGD) that may the student
have but according to Samaha and Hawi there is no relationship between Mobile phone addiction
The increasing prevalence of mobile gaming highlights the need to research both more
problematic ritualized use and corresponding audience uses for gaming. This study investigates
how people utilize mobile games as a stress reliever and reality escape using the Uses and
Gratifications (U&G) theory (Rubin, 2009). We create and evaluate an integrated model to
investigate the effects of materialism and social support on Internet addiction. The model is built
on earlier research (Wu, 2013) and incorporates additional motivations for mobile gaming. The
reasons behind the adaptation of an online gaming tool already in existence (Demetrovics et al.,
and depression. They use to playing mobile gaming because they think that this can help tehm to
motivate.
The growing amount of pupils that are addicted it is concerning that people play internet
mobile games (OMG). Therefore, this research was conducted to tackle the issue. This study
evaluated OMG's gaming profile and its connection to academic performance of Eastern Visayas
State University Tanauan Campus (EVSUTC) engineering students. The study specifically
looked into the relationship between students' hours spent playing OMG at home and at school,
how frequently they played OMG, why they played OMG, and perspectives on playing OMG
with academic achievement by using correlation analysis using Pearson r and eta. The amount of
time students spend playing OMG at home and the kinds of games they play in class have a big
impact on their academic achievement. Therefore, one way to solve the issue is to restrict how
This study suggest that restrict the time that the student will use for able to avoid
Recent years have seen a fast improvement in technology, which offers both benefits and
drawbacks, profoundly affecting a range of facets of people's lives. One noteworthy evolution
This evolution has led to the rise of online gaming over the internet, which has become very
popular and addictive among people, especially teens. Internet games are video games that are
playable and accessible via other computer networks via the internet. This contemporary a game
platform that works with PCs, smartphones, and other mobile devices provides a virtual
environment for interactive video games. But issues have been brought up about how common
gaming is. addiction, especially in young people nowadays. Many games that may be played
online, Counter-Strike, Call of Duty, Clash of Clans, and others Mobile Legends, Mine Craft,
and League of Legends have all become incredibly popular. Particularly, Mobile Legends has
grown quite addicting, particularly among DEBESMSCAT- Cawayan Campus students. Since
this game first became famous, a lot of students have given in to its charms and it has quickly
expanded all around the nation. Sadly, because of students disregard for their health, this
addiction has had detrimental implications. appropriate sleeping and eating patterns.
Furthermore, playing games online excessively often causes distraction since pupils get
completely absorbed in the game, which encourages bad habits such as stealing, gambling,
threats, and even thoughts of suicide. As a result, the academic achievement of pupils has been
Based on this article the technology is rapidly increasing but the technology has both
advantage and disadvantage that can cause to their health one of the Mobile Game that the
student use in Cawayan Campus Students is the mobile legend due to the popularity and the
graphics of this game the student are invested a lot of their time to play than to do their school
work.
According to (Agraviador, 2023) the swift proliferation of mobile technology in the past
several years has profoundly changed numerous aspects of our existence. Including learning.
People of all ages have been playing mobile games much more frequently, but especially those
teens and young adults due to the widespread availability of smartphones and tablets. Although
engaging and interactive, mobile gaming has sparked concerns about potential impacts on
potential consequences of the rise in mobile gaming on these children's. Research on academic
success becomes critical as they strike a careful balance between their obligations related to
education and leisure activities. One of the things influencing pupils' academic performance is
mobile gaming. Additionally, games help students' cognitive abilities grow, which will aid them
gaming. Human progress and development in the current globalized, market-driven world are
greatly impacted by the power of data and technology. The information explosion is the center of
the technologically advanced world, and technologies at hand. According to Dr. Digumarti
Bhaskara Rao, "The rise of the 'Learning Society' amongst advanced technological economies,
which also coincide with people's constant upgrading and renewal of their knowledge, creates
fresh anticipations. Developing nations now recognize the importance of having the newest skills
Based on this article mobile gaming addiction of the student on academic performance
has lacking them on the academic success but the student may learn and grow because of the
games they learn on how to solve problem and because on mobile game the student may advance
on technology. According Dr. Digumarti having a new skills for technologies are importance for
According (Canarias, 2019) one of the things influencing pupils' academic performance
is mobile gaming. Additionally, playing mobile games helps students develop their cognitive
abilities, which will aid them in solving difficulties regardless of how complicated they are.
Student performance is negatively impacted by mobile gaming. In spite of this, it has been
demonstrated that mobile games can boost student engagement. This can be accomplished by
including this exercise into the classroom's educational process. Teachers can reward their
students with smartphone gaming. In addition, a number of mobile games improve pupils'
language and arithmetic comprehension. Additionally, as game apps are technologically built to
test a person's analytical and critical thinking abilities, playing mobile games might help develop
cognitive capacity.
According to this study the mobile game has negative impact on the academic
performance of the student but the student may boost their engagement and can improve their
FOREIGN
According to (Feng, 2022) students who become addicted to mobile games will invest
more time and energy into improving their "rankings" and "levels," and some might even play
games while they sleep. As such, it is hard to ensure that they will get their usual amount of sleep
and study time. As stated by According to study by the World Health Organization, teenagers
who use their phones more frequently at night sleep less hours overall. Young people who play
mobile games are more inclined to stay up late, which exacerbates the issue of sleep deprivation
(World Health Organization, 2019). While some video game players are able to control their play
time and receive adequate sleep, they frequently find it challenging to focus on their studies
because their minds are still engrossed in the story and content of the game from last night.
Additionally, it is challenging to excite students in the classroom due to the boring material of
the textbooks in contrast to the captivating and interesting mobile apps.As a result, a lot of
teenage game addicts have to rush through class in order to pay attention. through the
assignments they have to complete after school, which negatively impacts their academic
achievement. The detrimental impact of playing mobile games excessively has been verified by
Li's (2019) survey, wherein over 14.4% of participants thought that their involvement in mobile
games made it difficult for them to focus on lessons and homework, 46.9% said that playing
mobile games could occasionally divert their attention from their studies and homework, and
31.3% said that playing mobile games had a negative impact on their academic performance.
According to this study the student who addicted to mobile game it effect their sleeping
time. The student they spent time more than an hour because of they want to rank up on their
games.
Researchers are interested in addictive behavior because it is a novel kind of mobile game
and may have detrimental effects on various psychological issues. In this study, we examined the
(MGA), and mobile self-efficacy. By estimating the structural equation modeling, an academic
model based on the hypotheses and a sample of 739 college students has been proposed. This
finding reveals that college students represent a high-risk population for the MGA. We
discovered that there was a favorable correlation between mobile self-efficacy and academic
achievement, but a negative correlation between MGA and the latter two. When age, place of
residence, and amount of time spent playing mobile games were analyzed further in the
trajectories from MGA to these psychological health outcomes, the findings showed a substantial
correlation with MGA. We also discussed the restrictions and advised the authorities to take this
into consideration right away. We also suggested that college students engage in other healthy
types of enjoyment instead of playing mobile games in order to meet their academic objectives
(Chu, 2023).
This article state that the addiction to mobile game can effect their physical health and
of human life. The smartphone is one of the most widely used pieces of technology, and modern
teens with it go hand in hand. With the advancement of technology, a lot of teenagers now play
games on their smartphones. Teens play these games as a hobby, a way to unwind, as an
adventure, and as a way to gamble, among other things. It usually begins as a hobby, but
occasionally it turns into an addiction. The current study looked at how teenage mobile game
addiction affects Sri Lankans. The primary goals were to determine the effects of mobile game
addiction on the subjects' self-identity, aggression, academic achievement, physical and mental
health, and family connections. The qualitative research method was followed in the
were conducted, and theme analysis was used to examine the data. The findings indicate that
depending on how much a person plays mobile games, different factors contribute to their
addiction. According to the participants, playing video games on a mobile device has made them
more aggressive and is a big hindrance to their academic and physical health. The findings
indicate that it has no discernible impact on mental health or self-identity. It has no impact on the
dynamics within the family. While the majority of participants intended to give up gaming, some
said there was nothing wrong with playing mobile games. To understand why individuals are
addicted to games and how to help them break free from their mobile game addiction, more
This article said that the playing games are begins as hobby of the student but later on the
hobby turns into addiction og the student on playing games that effect their academic
a detrimental effect on users, resulting in symptoms such as decreased self-worth, poor personal
cleanliness, sleep disturbances, decreased social engagement, and less genuine discussions, to
mention a few. Playing video games helps people escape from reality by helping them forget
about real-life issues. Concerns have also been raised about gamers abandoning genuine
connections in favor of fictitious ones they form online. Overgaming has led to job loss and a
complete disinterest in obligations in real life. Another effect of addiction to gaming is social
distancing from loved ones. Another one of the numerous children of Addiction to mobile game
can cause people to become trapped by depression in circumstances where they are unable to
accomplish the game's objectives. For many gamers, stressful situations might also include
losing a game life or their powers to other players. Those that play video games continuously are
frequently perceived as bewildered. The distinction between the real world and the virtual world
eventually becomes hazy, whereby they begin acting out the game in real life.
According to this study the student who addicted to mobile game they do not mind their
body like, cleanliness, self-worth, and sleep disturbance because of this effect they cannot focus
on their study.
According to (Zhang, 2023) modern living is made more convenient by mobile phones,
but they also raise the risk of addiction. This poll was designed to look into the relationship
between college students academic success and their ability to focus, feel happy, sleep well,
think, and value themselves. Methods: 402 college students provided preliminary data. Twelve
measures, including the mobile phone addiction index (MPAI), were completed by the
participants. The association between MPA and other parameters was examined using multiple
linear regression analysis and the Pearson correlation test. MPA's effect on self-control and
academic performance was examined using the mediating effect approach. Findings: The MPA
had a negative correlation with attentional control and mindfulness and a positive correlation
with self-control, negative emotion, sleep quality, ability attribution, background attribution, luck
attribution, mastery avoidance goal, performance approach goal, and performance avoidance
goal. In the meantime, MPA can be positively predicted by self-control, negative mood, and
mastery avoidance aim. Academic performance is strongly connected with self-control, but not
with MPA. There is no relationship between academic success and self-control that is mediated
by MPA. Conclusions: In order to caution college students who are dependent on their phones
not to squander time and to develop self-control, our study indicated that MPA has some
According to this study buy the self-control the using mobile game can be cause
learning performance was the aim of this study. Additionally, the study aimed to identify shared
characteristics among qualifying research that could have supported academic success. In a
ubiquitous learning interventions on academic results over a 12-year period (2010–2021) were
examined. The overall standardised mean difference, which is a modest effect size, was found to
be.52 [.37 to.67] in favor of the mobile learning environment using a random-effects model.
Remarkable multimedia design, varied material, the chance for pertinent contact with teachers
and peers, as well as the adaptability and accessibility of learning activities because of mobile
These results point to the possibility that therapies supported by mobile devices could improve
student learning outcomes. This study advances the investigation into the efficiency and
practicality of mobile technology in higher education by providing a partial summary of the body
This study explained that the mobile game and devices are helpful to the student learning
outcomes.
CHAPTER 3
RESEARCH DESIGN
The research design was based in Quantitative research design. The Quantitative research
is a research method to gather numerical data and you will use form of statistic, graphics, charts,
and numbers to find a solution this research. A key factor in determining bias in research is the
manner in which a researcher plans, organizes, and conducts their study. These factors can
influence the study's conclusions. As a result, it's critical that nurses who are reviewing and
evaluating research papers comprehend the fundamentals of research design and are able to spot
any shortcomings in the study's layout that can compromise the validity of the results as they are
The researcher used descriptive method. this is describe systematically the characteristics
of respondent and the data gather information that the researcher use to find a solution and
recommendation. Although qualitative research can sometimes be used for descriptive purposes,
descriptive research is typically classified as a kind of quantitative study. To guarantee that the
findings are accurate and trustworthy, the research design needs to be properly created
(McCombes, 2019). In our title the effect of video game addiction on the academic performance
among junior and senior high school of God’s Grace Christian Academy, the researcher will
describe the effect of video game addiction on academic performance of the student in God’s
RESEARCH LOCALE
The locale of this study was at God’s Grace Christian Academy. This school was located
The respondent of this study are the junior and senior high school students who played
Mobile Legend, Roblox, Call of Duty, and League of Legend at God’s Grace Christian Academy.
The respondent of this study was chosen because they are playing mobile games that are
mentioned. The researchers believed that the respondents are helpful to find the solution and they
Table 1. The total number of respondent from junior and senior high school respondent
Mobile legend 12 8
Call of Duty 12 8
Roblox 18 3
League of Legend 2 1
Total: 44 20
addiction on academic performance among the student of God’s Grace Christian Academy. The
design of survey questionnaire is likert scale it composes mean, median, and mode to measure
the result on the survey questionnaire, the student where asked to check if they are Agree,
Disagree, Totally Agreed, and Totally Disagree to know their point of view about the addiction of
The researchers have schedule time to draft a survey questionnaire or viewpoint that will
aid in their research it uses the likert scale. It a descriptive research design to identify what, who,
and where what learners are also concerned about student’s addiction on mobile game who will
participate in this research and assist the researcher and where researcher will gather respondents
Asking permission to the teacher if the researcher can survey their students.