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Lived Experiences of Mobile Legends Gamers

A Thesis

Presented to the

Faculty of Senior High School

BOLO NATIONAL HIGH SCHOOL

Bolo, City of Masbate

Burinage, Mike L.

Fernandez, Rene Jr. M.

San Juan, Noriel C.

Asne, Jana Rose B.

Don, Leuve Jean B.

Lerit, Kristine Joy L.

Marinduque, Winbreeze N.

JUNE 2023

i
TABLE OF CONTENTS
PRELIMINARIES PAGE

Title Page i

Table of Contents ii

Acknowledgement iv

Abstract v

CHAPTER 1. THE PROBLEM

Introduction 1

Statement of the Problem 2

Assumption 3

Scope and Delimitation 3

Locale of the Study 4

Significance of the Study 7

Definition Term 8

Notes 8

CHAPTER 2. REVIEW OF RELATED LITERATURE AND STUDIES

Related Literature

A.1 Foreign 9

A.2 Locale 10

ii
Related Studies

A.1 Foreign 10

A.2 Locale 11

Synthesis of the state-of-the-art 12

Theoretical Framework 13

Conceptual Framework 14

CHAPTER 3. RESEARCH AND METHODOLOGY

Research Design 15

Research Instrument 15

CHAPTER 4. LIVED EXPERIENCES OF MOBILE LEGENDS GAMERS

Result & Discussion 18

CHAPTER 5. SUMMARY, FINDINGS, CONCLUSION, AND

RECOMMENDATIONS

Findings 20

Conclusion 21

Recommendations 21

BIBLIOGRAPHY 22

CURRICULUM VITAE 23

iii
ACKNOWLEDGEMENT

The researcher greatly expresses their sincerest gratitude and appreciation to all who

help to do this research.

Mrs. Rowena D. Natural, for her suggestion to enhance our skills to formulate our

research and for being a good thesis adviser.

To our parents, who are always there to inspire, understand and support us through

patience, financial, love and allowing us to do our thesis.

To our participants, who are gave their time for us and willing to tell their story about

their experiences in playing mobile legends.

To our friends, who encourage us and gave some motivational words.

To our Almighty God, who gave us a knowledge, wisdom and good health so that we

can do our duty to finish our research study.

iv
ABSTRACT
Mobile Legends has great impact in our society, it may cause negative and positive

impact in our daily lives. It is an online game that emerge and became famous in online

world. Students life, change this game, the focused of the student is in the game and not in

their surroundings. To highlight this issue, the researcher conducted a study describing and

revealing the experiences of the students of Bolo National High School who play mobile

legends. After the informal interview that the researcher was conducted, the respond of each

respondent is based on their personal experiences. The respondent narrates their experiences

in playing mobile legends. The findings of the study affirmed that mobile legends had a

negative effect to the health of the gamers and it also affect the relationship of the gamers to

their parents. However mobile legends can give to the gamers an enjoyment.

Keywords: Mobile Legends, Lived Experiences, Mobile Legend Gamers

v
Chapter 1

The Problem

Introduction

We are now currently in the modern era, where in technologies are everywhere. It can

help to make our lives easier. One of the prominent technologies nowadays is mobile phones

whereas we can download and install an apps rapidly. Mobile Phones has a great impact in

our society, according to Kemp (2023) ¹ study the digital 2023 in the Philippines over 168.3

million cellular mobile connection were active in the Philippines in early 2023, with this

figure equivalent to 144.5 percent of the total population.

Mobile games are one of the common apps that many people installed because of the

best features in terms on entertainment. Mobile Legends is one of the famous mobile games

in this generation. Mobile Legends: Bang Bang is mobile multiplayer online battle arena

game developed and published by Moonton, a subsidiary of Byte Dance. In 2020, Mobile

Legends: Bang Bang had over 1 billion game downloads, with over 100 million registered

user and 25 million monthly active users in the Philippines. Released in 2016, the game grew

in popularity, most prominently in southeast Asia.

Although Mobile Legends became famous online game in the country, we cannot

deny that this game has a negative outcome. According to Rochmayanti et al. (2021) ² stated

that “Mobile Legend have run into contrasting levels of addiction according to the vigor of

playing time.” Since the Mobile Legend was created, a lot of the teenager nowadays were

addicted which can lead on being not aware on how many hours they spend in playing

Mobile Legend.

1
However Mobile Legends became one of the strategies of a student to cope stress.

According to Abid et al. (2019) ³ through playing online games it reduces the level of stress

or anxiety due to activities that are done.

More often students are the most user of this game, they cannot focus in their

academic because of being addicted. The behavior of a player is being unusual than usual,

spoke bad word and being irritable. This study aims to discover the Lived Experiences of

Mobile Legends Gamers.

Statement of the Problem

1.What is the profile of students who play Mobile Legends?

1.1. Gender

1.2. Age

1.3. Grade Level

2. What are the lived experiences of a Mobile Legend Gamers?

3. How Mobile Legend affect the life of a Gamers?

4. What are the possible solution to address the effects of Mobile Legends?

2
Assumption

This study is based on the following assumption.

1. The profile of each respondent are reliable.

2. Students play Mobile Legends anytime.

3. There are negative and positive effects of Mobile Legends.

4. The response of each respondent is based on their experiences.

Scope and Delimitation

The study was focused on the lived experiences of Mobile Legends Gamers. The school

of Bolo National High School was the setting of our research study. The respondents were the

students of Bolo NHS. Composed of one (1) in Grade 7, seven (7) in Grade 8, eight (8) in

Grade 9, two (2) in Grade 10, eight (8) in Grade 11 and two (2) in Grade 12. With the total of

twenty-eight (28) respondents, a twenty-four (24) Male and four (4) Female. Informal

interview was used as a data collection, to get the exact information from the respondent and

this research cover S.Y 2022-2023.

3
Locale of the Study

The study was conducted at Bolo National High School, one of the schools in the City

of Masbate Division. It is a coastal Barangay High School located in Northeastern part of

Barangay Bolo, City of Masbate.

Bolo is located 12 24’38’’N and 123 34’21’’E. It is found in a mountainous like place

facing the rising sun. On the northern part is the coastline of Bolo Diot connecting the

coastline of Anas, Southern part purok 2 eastern is the seashore rich in mangrove facing the

Bolo Bay, and western part is the coastal road.

Bolo National High School caters students of Barangay Bolo itself and its neighboring

barangay and Sitios, namely, Anas, B. Titong, Ubungan Dacu, Sitio San Isidro and Sitio Nipa

and Cawayan Exterior Bolo National High School has a total population of 889 students. The

school has 26 classrooms and with 34 teachers 26 of whom are junior high school teachers 8

senior High School and there are 3 non-teaching. It is accessible through motorboat and

motorcycle.

Bolo is bounded by Barangay Anas in North, Barangay Cawayan Exterior and Cawayan

Interior in South, Masbate Pass in East, and Municipality of Baleno in West Barangay Bolo

has a total area of 797.4308 hectares which represents 4.245% of the total land area of the

city, 18,789,23 hectares. The general surface configuration of the province ranges from

slightly undulating to rolling and from hilly to mountainous. In each island, the rugged

topography is concentrated in North-northeastern and gradually recedes to blunt hills and

rolling areas in the Southeast and Southwest.

4
Figure 1:

Map of Barangay Bolo

5
Significance of the Study

The result of this study will be beneficial to the following:

Students. They will be reminded on what are the possible effects that they can get when they

abuse their selves on playing mobile legends.

Parents. This study will offer an awareness to the parents of what are the possible effects of

mobile legends to their children. It will also help them to teach their children how to manage

their time and limit their self in playing mobile legends.

Teacher. They will be reminded of what are the possible effects of playing Mobile Legends

and it also help them to guide and advice their students on how they can manage their time in

playing mobile legends.

Future Researcher. This research study will be their guidance on how to create their

research study and references.

6
Definition of Terms

The following terms are defined operationally.

Mobile Legends. An online game involves two teams attacking each other in destroying and

defending bases. It is a MOBA (Massive Online Battle Arena) with two types of genres,

namely Real-Time Strategy (RTS) and Role-Playing Game (RPG), where the player plays the

opposite character and aims to destroy the opponent.

Gamers. A person who engages in playing in a particular mobile game.

Lived Experiences. The things that a person encountered in a certain event.

Notes

¹https://www.studocu.com/en-us/document/pacific-northwest-college-of-art/

entrepreneurial-mind/review-of-related-literature/41431535

²https://datareportal.com/reports/digital-2023-philippines#:~:text=A%20total%20of

%20168.3%20million,percent%20of%20the%20total%20population

Chapter 2

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REVIEW OF RELATED LITERATURE AND STUDIES

This chapter present the summary of the related literature and studies that were

reviewed by the researcher. The ideas and information gathered was relevant to the study of a

researcher.

Related Literature

A.1 Foreign

According to Li et al. (2022) K-12 students usually have less self-control capability,

and they are undoubtedly the biggest advocates of mobile games.

The researcher agreed that most of the students nowadays know already the possible

effects of mobile legend, but they ignore it, and letting their selves to be addicted. It is very

important that a student aware and know how to avoid the possible results.

According to Thakur (2021) Mobile Legend is creating various problems in our

societal and most especially in students’ life such as emotional, physical, inattentive to study,

and staying away from society.

The researcher agreed, a student need to be aware of these possible effects. They need

to focus their attention to their academic and also to their emotional and physical health. In

addition to that student need to step out their selves in online world.

A.2 Locale

8
According to Buarao (2020) the disadvantages of excessive playing Mobile Legends

are, ignoring important tasks, anger management declines, excessive spending money,

decline in academics, angered family members, moba is annoying, friendship breakup, and

fight break out.

Mobile Legend has great impact in our daily lives we need to open our mind that this

game has a great negative effect. A student needs to limit their selves in playing mobile

legends to avoid negativity. They need to focus their attention to their relationship with their

friends and family members rather than playing mobile legends.

Related Studies

A.1 Foreign

Mawalia (2020) stated that the impact of the Mobile Legends game in creating virtual

reality is the players can get acquainted with the people that they have never met before.

However, it will also harm the interaction process in the real world. Players will become

more passive and feel dependent on the game.

Acquainted to other people is very important it test our social skills and enhance our

social aspect but not in virtual reality because it may decrease our self-esteem.

A.2 Locale

9
Abid et al. (2019) stated that through playing online games it reduced the level of

stress or anxiety due to activities that are done.

The researcher agreed, playing online games can reduced stress if the student is done

her/his activities. Also playing online games used as a way of avoiding boredom.

According to Peñamora (2021) stress, depression, isolation, and lack of actual

communication and socialization lead the two cases to venture engaging themselves into

playing Mobile Legends. Moreover, their academic performance was badly affected when

associated to excessive and unrestrained playing of Mobile Legends.

Yet, it may help to them to cope stress however they need to limit their selves so that

their academic performance will not be affected.

Synthesis of the state-of-the-Art

10
The researcher reviewed that the past study and literature were related to the present

study. The researcher provides some insights and information to give a clarification of the

perspective of this study.

Li et al. (2022) stated that K-12 have less control capability Thakur (2021) stated that

mobile legends is creating various problems in our society and most especially in student life.

Buarao (2020) stated that excessive playing mobile legends leads into various negative effect.

Mawalia (2020) stated that through mobile legends you can acquainted to other people

however it can harm the interaction process. Peñamora (2021) stated that student engaging

themselves in playing mobile legends to cope stress however their academic performance was

badly affected. Abid et al (2019) stated that through playing online games it reduced the level

of stress or anxiety.

Theoretical Framework

11
This study anchor on the following theories:

Social Cognitive Theory-is the idea that learning takes place in a social context.

Consequently, it’s impacted by not just the person learning, but the environment they’re in

and the behavior displayed.

Behaviorism Learning Theory-focuses on the idea that all behaviors are learned

through interaction with the environment, and innate or inherited factors have very little

influence on behavior.

Digital Learning Theory-help teachers develop curricula that gets students to use

technology to research, curate, annotate, create innovate, problem-solve, collaborate,

campaign, reform, and think critically.

Researchers Theory-online games provide learning experiences however it must use

correctly with the guidance of elders. It provides enjoyment and being acquainted to other

people.

Social Cognitive Theory Behaviorism Learning Theory

is the idea that learning takes place in a social 12 focuses on the idea that all behaviors are

context. Consequently, it’s impacted by not learned through interaction with the

just the person learning, but the environment environment, and innate or inherited factors
Researchers Theory

online games provide learning experiences however it must

use correctly with the guidance of elders. It provides

enjoyment and being acquainted to other people.

Digital Learning Theory

help teachers develop curricula that gets students to use

technology to research, curate, annotate, create innovate,

problem-solve, collaborate, campaign, reform, and think

critically.

Figure 1

THEORETICAL PARADIGM

Conceptual Framework

13
This research study was focused on the lived experiences of mobile legends gamers.

The input includes the profile of the respondent, what are the lived experiences of

mobile legend gamers and the possible solution to address its effect.

The process includes the data collection through informal interview then the result

will be interpreted and analyzed.

The study leads to the awareness of the extent effects of Mobile Legend to the life the

gamers. If the gamer is aware of it, it may develop a responsible and literate user/student.

14
Input Process Output

 Profile of the

respondent
 Awareness of
 What are the
extent effects of
 Gathering of
lived
mobile legends
data through
experiences of
to the life of a
informal
mobile legends
gamers.
interview
gamers
 Responsible and
 Interpretation
 Possible
literate students
solution to

address its

effect Output

Figure 1

CONCEPTUAL PARADIGM

Chapter 3

15
RESEARCH DESIGN AND METHODOLOGY

Research Design

In this study, descriptive method was used. It gives description on the phenomenon

being studied. It describes the Lived Experiences of Mobile Legends Gamers.

Research Instrument

The researcher used informal interview to gather the needed information for the

interpretation of results. The researcher let the respondent to narrate their experiences as a

mobile legend gamer.

Chapter 4
Live Experiences of Mobile Legend Gamers

16
This chapter presents the result, discussion and interpretation of the data gathered

from the respondents.

Result and Discussion

The researcher conducted an informal interview to those students who play mobile

legends in different grade level in Bolo National High School. Composed of one (1) in Grade

7, seven (7) in Grade 8, eight (8) in Grade 9, two (2) in Grade 10, eight (8) in Grade 11 and

two (2) in Grade 12. With the total of twenty-eight (28) respondents, a twenty-four (24) Male

and four (4) Female. Out of 28 respondent one (1) of them aged of 13 years old, five (5) of

them aged of 14 years old, four (4) of them aged of 16 years old, seven (7) of them aged of

17 years old, two (2) of them aged of 18 years old, one (1) of them aged of 19 years old, one

(1) of them aged of 20 years old, and one (1) of them aged of 22 years old.

After the interview, the researcher gathered all the information and sum up the similar

and different answers. Here’s the result, there are twelve (12) respondent narrate their

experience in playing mobile legends that his/her relationship with their parents is greatly

affected. They are being scolded of their parents because of so much playing of mobile

legends.

According to twenty-two (22) respondents, playing mobile legends affect their health.

They experience of being dizzy, lack of sleep, do not have an appetite to eat, having a palsied

hand, and being addicted. On the other hand, six (6) of them said that mobile legends affect

their behavior, they are being irritable and sometimes spoke bad words.

According to one (1) respondent playing mobile legends can caused of delaying

submission of projects and lack of focus on his study.

17
In some point playing mobile legends has a benefit. According to twelve (12)

respondents playing mobile legends can gave them an enjoyment. And according to nine (9)

respondents playing mobile legends has a positive effect in their mental health. They used

mobile legends as a comfort zone and to cope stress. In addition, one (1) of the respondents

said that in playing mobile legends you can meet a friend.

Chapter 5

SUMMARY, FINDINGS, CONCLUSION AND RECOMMENDATIONS

18
This Chapter presents the summary of the whole study, conclusion drawn from

findings and recommendation.

FINDINGS

Both sexes are playing mobile legends. Most of the students in Bolo National High

who play mobile legends are at the age of 17 and all of them are in Grade 11. It only connotes

that playing mobile legends may not matter on the grade level and age of the students to

engaged in mobile legends.

Playing mobile legends can result of various experiences, negative and

positive. Firstly, mobile legends gamers experienced of being dizzy, lack of sleep, do not

have an appetite to eat, having a palsied hand, and being addicted. Secondly, mobile legends

gamers experienced of being scolded of their parents because of so much playing of mobile

legends. Thirdly, playing mobile legends can gave them an enjoyment. Fourthly, they used

mobile legends as a comfort zone and to cope stress. Fifthly, they experienced of being

irritable and sometimes spoke bad words. Lastly, playing mobile legends can caused of

delaying submission of projects and lack of focus on the study. And playing mobile legends

you can meet a friend.

CONCLUSION

The following conclusion were derived on the findings:

19
1. Both sexes are playing mobile legends.

2. Most of the students are playing mobile legends at the age of 17 and they are all from

Grade 11.

3. Playing Mobile Legends can greatly affect the health of the gamers.

4. Mobile Legends gamers experience of being scolded with their parents.

5. The behavior and academic of the students is greatly affected.

6. Playing Mobile Legends used as comfort zone and to cope stress.

RECOMMENDATION

1. A students need to balanced his/her time.

2. Spending quality time with their parents should be increased.

3. Limiting used of cellphone.

4. Programs discussing the use of technology.

5. Time management should be applied.

BIBLIOGRAPHY

A. Unpublished Thesis

20
Belibet, Laurio, Lagutang et. al “Stress Coping Strategies of Senior High School

Students in Bolo.” (2023)

Franco, Artiola, Cuyos et. al “Perception of Grade 11-GAS Students to the Most

Shared Facebook Post; Its Effect to their Behavior.” (2023)

B. Internet Sources

https;//www.English-Filipino Dictionary

https://www.studocu.com/en-us/document/pacific-northwest-college-of-art/

entrepreneurial-mind/review-of-related-literature/41431535

https://datareportal.com/reports/digital-2023-philippines#:~:text=A%20total%20of

%20168.3%20million,percent%20of%20the%20total%20population

https://www.wgu.edu/blog/what-behavioral-learning-

theory2005.html#openSubscriberModal

https://www.growthengineering.co.uk/cognitive-learning-theory/#:~:text=Cognitive

%20learning%20theory%2C%20on%20the,to%20Plato%20and%20Rene%20Descartes

https://openaccessjournals.eu › view

Ml O Lm: Stories of Mobile Legend Gamers in Accomplishing their ...

https://pdfcoffee.com › the-impact-...

THE-IMPACT-OF-PLAYING-MOBILE-LEGENDS-TO-TIME- ...

https://www.google.com/url?sa=t&source=web&rct=j&url=https://www.researchg

ate.net/publication/

21
346703962_The_impact_of_the_Mobile_Legend_game_in_creating_virtual_realit

y%23:~:text%3DTechnology%2520like%2520Mobile%2520Legend

%2520has,exist%2520in%2520the%2520virtual

%2520world.&ved=2ahUKEwjFsc2m473_AhUcbGwGHd3WCUkQFnoECBEQB

Q&usg=AOvVaw0latfQQGWCZOOwa7Jw9mGz

CURRICULUM VITAE

22
Name : MIKE L. BURINAGA

Birthdate : November 22, 2005

Birthplace : Brgy. Anas, City of Masbate

Home Address : Brgy. Anas, City of Masbate

Parents : Ramesis A. Burinaga

: Mery Jean L. Burinaga

Educational Attainment

Elementary

S.Y 2017-2018 : Tenement Elementary School

Secondary

S.Y 2021-2022 : Junior High School

: Bolo National High School

CURRICULUM VITAE

23
Name : LEUVE JEAN B. DON

Birthdate : December 08, 2005

Birthplace : Brgy. Bolo, City of Masbate

Home Address : Brgy. Bolo, City of Masbate

Parents : Leonardo B. Don

: Bebelinda B. Don

Educational Attainment

Elementary

S.Y 2017-2018 : Julian V. Antonio Elementary School

Secondary

S.Y 2021-2022 : Junior High School

: Bolo National High School

: With Honor

CURRICULUM VITAE

24
Name : WINBREEZE N. MARINDUQUE

Birthdate : October 14, 2005

Birthplace : Brgy. Bolo, City of Masbate

Home Address : Brgy. Bolo, City of Masbate

Parents : Diomie A. Marinduque

: Mary Jane N. Marinduque

Educational Attainment

Elementary

S.Y 2017-2018 : Julian V. Antonio Elementary School

: With Honor

Secondary

S.Y 2021-2022 : Junior High School

: Bolo National High School

: With Honor

CURRICULUM VITAE

25
Name : RENE M. FERNANDEZ JR.

Birthdate : January 20, 2005

Birthplace : Brgy. Bolo, City of Masbate

Home Address : Brgy. Bolo, City of Masbate

Parents : Rene N. Fernandez Sr.

: Buenaventurada M. Fernandez

Educational Attainment

Elementary

S.Y 2017-2018 : A. Mabini Elementary School

Secondary

S.Y 2021-2022 : Junior High School

: Bolo National High School

: With High Honor

CURRICULUM VITAE

26
Name :

JANA ROSE B. ASNE

Birthdate : April 24, 2006

Birthplace : Brgy. Bolo, City of Masbate

Home Address : Brgy. Bolo, City of Masbate

Parents : Ronel L. Asne

: Jocelyn B. Asne

Educational Attainment

Elementary

S.Y 2017-2018 : Julian V. Antonio Elementary School

: With Honor

Secondary

S.Y 2021-2022 : Junior High School

: Bolo National High School

: With Honor

27
CURRICULUM VITAE

Name : NORIEL C. SAN JUAN

Birthdate : June 9, 2005

Birthplace : Brgy. B.titong, City of Masbate

Home Address : Brgy. B.titong, City of Masbate

Parents : Noli D. San Juan

: Helen C. San Juan

Educational Attainment

Elementary

S.Y 2017-2018 : B.titong Elementary School

Secondary

S.Y 2021-2022 : Junior High School

: B.titong High School

28
CURRICULUM VITAE

Name : KRISTINE JOY L. LERIT

Birthdate : September 05, 2005

Birthplace : Brgy. Anas, City of Masbate

Home Address : Brgy. B.titong, City of Masbate

Parents : Zaldy V. Lerit

: Rezie L. Lerit

Educational Attainment

Elementary

S. Y 2017-2018 : B.titong Elementary School

Secondary

S.Y 2021-2022 : Junior High School

: B.titong High School

29

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