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This research proposal explores the perceived effects of mobile games on the mental well-being of senior high school students. The study is based on margaret rouse's model of mobile games and aims to assess the negative, positive, and neutral perceived impacts of mobile games on mental health. The hypothesis suggests that excessive use and addiction to mobile games have negative effects on mental health, including increased risk of anxiety and depression, impaired cognitive functioning, sleep disorders, and escapism. The study may benefit students, researchers, and educators by raising awareness of the issue and providing insights into the causes and consequences of mobile game addiction.
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The Perceived Effects of Mobile Games on the Mental Well-Being Year 2022- A Research Proposal Presented to the Practical Research Advisor of Senior High School San Luis National Senior High School In partial fulfillment of the requirement for Practical Research 1 Year 2022- Presented by: Rodeo, Jr. M. Banaag Cathlyn R. Jalinon Sweet Funny B. Mariquit Joey E. Rampone Kenn Xymer B. Galla
Introduction Theoretical and Conceptual Framework Hypotheses Scope and Limitation Significance of the Study Definition of Terms 2 REVIEW OF RELATED STUDIES AND LITERATURE Related Studies and Literature in Foreign Setting Related Studies and Literature in Local Setting 3 RESEARCH METHODOOLOGY Research Design Research Setting Respondents of the Study Sampling Procedure Data Gathering Procedure Categorization of Variables Statistical Treatment 4 PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
A – Distribution of Respondents
The Problem and Its Background Introduction Due to the popularity and advancement of 4G/5G networks, mobile games have already currently become profitable tools for major internet platforms. (Yuanzhe Li1, Zezheng Xu2, Yu Hao3, Peng Xiao4 and Jingyan 29 aril 2022) Based on the report of the European Mobile Game Market in 2016, there were more than 2.5 billion video gamers across the globe. (Cent Asian J 2020 Mar 31) today, with the developing technology, the use of computers, mobile phones and the internet has become indispensable tools of people's lives. (Feng, Siwe 2022) The excessive usage of mobile games has negative impacts on children's academic performance, physical health, and mental health, and may possibly have severe, irreversible implications. (Feng, Siwe 2022) Yet in the perception of the public, mobile games have always seemed to be associated with various derogatory terms such as interfering with learning, addiction, and violence. (Yuanzhe Li1, Zezheng Xu2, Yu Hao3, Peng Xiao4 and Jingyan 29 aril 2022). The rise of excessive online gaming is emerging in the Philippines, with 29.9 million gamers recorded in the country. (Cent Asian J Glob Health. 2020)The country ranks 29th in game revenues across the globe. In 2017, there were more than 29.9 million gamers recorded in the country. Most of the gamers were 21–35 years of age, followed by the adolescents 10–20 years of age. (Cent Asian J Glob Health 2020 Mar 31) World Health Organization reported that 11.6% of the 8,761 surveyed young Filipinos considered committing suicide; 16.8% of them (of 8,761) had attempted it. This phenomenon is said to be instigated by several factors, including the individual's exposures to technology. Video game addiction and depression are two emerging public health issues among adolescents in the Philippines. (Cent Asian J Glob Health 2020 Mar 31).
concept of “mental well-being” and “mobile games” are clearly central to this study, along with their relationship to the likelihood that a gamer will play. Independent variable Dependent variables
Mobile Games Mental Well-Being
games are “richly expressive and creative,” and they grant people much more
According to (Pietersen et al., 2018, p. 123). Therefore, one of the core aims in performing current research is to enhance the understanding of people’s likelihood to become addicted to online gaming. Another rationale for selecting the problem is the need to analyze the possible ways of mitigating a growing issue of online game addiction among the population. Typically, game addicts are male individuals who report unique experiences related to their gaming activity and a high rate of engagement as the triggers of addiction. According to (Tang et al., 2017). However, it is evident that the problem affects not only those directly involved in it but also anyone they interact with within their personal, professional, social, and family lives. Specifically, as Tang et al. (2017) mention, addiction to online gaming can cause a range of social and family problems that present a significant public health concern. With the increasing interest of researchers in the question of problematic use of the Internet by gamers, a new clinical definition has been suggested to characterize the issue: Internet gaming disorder. According to (Marino & Spada, 2017). Other terms utilized to denote the problem include ‘online gaming addiction,’ ‘problematic online gaming,’ ‘pathological gaming,’ and ‘video gaming dependence’ (Marino & Spada, 2017). The prevalence of Internet gaming disorder is reported to vary from 1.6 to 8.5% among Western youths. Furthermore, the disorder is frequently accompanied by other psychological problems, such as depression, anxiety, attention deficit hyperactivity disorder, and social phobia (Marino & Spada, 2017). Thus, it is crucial to analyze the available research in order to synthesize what has already been found and
single out questions for further detailed research. The main focus of the study will be the development of online gaming addiction and individuals’ feelings about it. According to Monacis et al. (2017), excessive use of technology has become an emerging issue of concern in the past few decades. The most common symptoms of online gaming addiction are unpleasant feelings when there is no access to the Internet (emptiness and depression), excessive investment of time spent on playing online games, and the refusal to admit a problem (Monacis et al., 2017). One of the major motives for engaging in online gaming is seeking sensation (Hu et al., 2017). Other common reasons for developing online gaming addiction are concerned with coping, escape, competition, fantasy, and social motives (Šporčić & Glavak- Tkalić, 2018). Hence, it is crucial to investigate why individuals develop an addiction to online gaming and how they feel about it at the stage when they are only starting to engage in excessive Internet use and at the point when online games begin to take up too much time and initiate psychological problems. Personal stories of online gamers will serve as a solid ground for identifying the principal problems and suggesting solutions to them According to Androutsopoulou and Stefanoua (2018), the most beneficial approach to employing a narrative inquiry analysis is a holistic one. The holistic- content dimension implies that the researcher should use the whole life story of an individual, which allows focusing on emerging topics. Meanwhile, the holistic- content mode presupposes that researcher look inside the structure of a respondent’s life story (Androutsopoulou & Stefanoua, 2018). As a result, the use of narrative inquiry helps to understand people’s attitudes toward the events happening in their lives and the ways they feel about them.
According to Clandinin and Murphy, narrative inquiry gives knowledge about the experiences of people “composing lives within complex storied landscapes” (as cited in Martinie et al., 2016, p. 659). Finally, as McAlpine (2016) notes, narrative research is a beneficial research design due to creating the opportunity to value different ways of learning about people’s problems and experiences. Therefore, narrative inquiry offers numerous advantages to researchers and, consequently, to research participant. Playing mobile games is not bad but we must manage our time of playing and do what is good. According to Roi John belmonte (chnology has come a long way. With the invention of computers, cellular phones, and the Internet, it is inevitable to avoid gaming with the use of these modern devices. Most people tend to use their vacant hours on playing online/video games for fun and entertainment. Others are freeing their time from loads of paper and legwork. Specifically, those students who are piled with school works and needing a break. They tend to engage themselves in online/video gaming and this may lead to gaming addiction. Many ideas point to the significant effects of gaming. Therefore, it is viewed that we must know why gaming is addictive and how does it affect a student in Senior High School. The main objective of this research is to find the causes of gaming addiction and its effect on the SHS students. Knowing the reasons and the effects of gaming addiction can easily help the students manage their time, to be more accountable in school and to focus on their studies. Local setting According to Ryan,V., Labana, Jehan, L., Hadjisaid, Adrian R., Imperial, Kyeth,Elmerson, Jumawid, Marc Jayson, M., Lupague, & Daniel, C., Malicdem (2017) World Health Organization recognizes online game addiction as a mental health condition. The rise of excessive online gaming is emerging
in the Philippines, with 29.9 million gamers recorded in the country. The incidence of depression is also increasing in the country. The current correlational analysis evaluated the association between online game addiction and depression in Filipino adolescent A paper-and-pencil self- administered questionnaire assessing depression and online game addiction was distributed from August to November, 2018. The questionnaire included socio-demographic profiles of the respondents, and the 14-item Video Game Addiction Test (VAT) (Cronbach's ?=0.91) and the Patient Health Questionnaire-9 (Cronbach's ?=0.88) to determine levels of online game addiction and depression, respectively. Multiple regression analyses were used to test the association between depression and online game addiction. Depression, as associated with online game addiction, is a serious threat that needs to be addressed. High level of online game addiction, as positively correlated to the rate of depression among adolescents in Manila, could potentially be attributed to the booming internet industry and lack of sufficient mental health interventions in the country. Recommended interventions include strengthening depression management among adolescents and improving mental health services for this vulnerable population groups in schools and within the communities. The modern era with a advancement of technology and use i properly to avoid bad effect according Annalyn Joy Tabiola,Manilyn Sierra,Chris Darylle Nabung,Lance Miña,Mae Ann Rubia and Rocelyn P. Catibag 2019 with the rapid development of mobile games and the roaring growth of market size, mobile game addiction is becoming a public concern. Hence, understanding the reasons behind mobile game addiction is worthwhile. Based on previous studies, two salient features of mobile
According to E. Calvete, M. Gámez-Guadix, & N. Cortazar, (2017). With there topic Mindfulness facets and problematic Internet use: A sixmonthlongitudinal study. Addictive Behaviors, a new hand in addiction treatment,The application of mindfulness intervention in game addiction intervention is still in progress In the exploration stage, it has been paid more and more attention by researchers. Studies have shown that there are more mindfulness qualities (e.g Attitude, awareness ability) to the network social bias Less good, less dependent on the Internet to regulate emotions, and self Higher regulatory ability According to Reginald Matt Santiago (MARCH 2014) “Mobile games have been a factor of educational distraction, less pro-social activity and unnecessary financial expenses.” According to MahamudurRahman (FEBRUARY 2016) “Technology of Mobile Gaming is increased at the same time the negative side has increases as well.” According to Michel T. Vinluan (OCTOBER 16, 2016)“The rapid advancement of computer technology and its continuous invasion of the world are inevitable. The package of computer technology comes with a lot of features that influence many aspects of life in a variety of ways. Time and again, computer technology has exposed to us and made us experience its positive and negative effects. In this article, we are going to examine the good and the bad effects of computer games, specifically to education and student achievement.”
According to Rafael Castillo (FEBRUARY 06, 2016)“ A lot of children in the Philippines and worldwide are crazy about video game play (VGP). Some parents even encourage it with the belief that it can increase their children’s dexterity and could even improve their IQ. We now have robust scientific data indicating this impression to be erroneous. Although some scientific studies suggest that VGP may improve certain types of visual agility skills, negative effects of VGP outweigh them, with unfavorable effects on verbal memory, attention, sleep, learning and comprehension.” According to Jonathan Craton (APRIL 26, 2011) “There is a large body of evidence which suggests that violent video games lead to increased aggression and even violence.” According to The Manila Times (MAY 05, 2015) “EXCESSIVE use of mobile phones causes students to fare poorly in elementary, junior high and high school, not only because it makes them lose theirconcentratio n due to a lack of sleep, but also because it apparently compromises what they have studied, researchers say.” According to Dennis O. Dumbrique and Jenniffer G. Castillo (2018)“The fact that people live in on informative lifestyle where everything is updated, internet became one of the necessities of human beings regardless of age or sex in today's society. However, the influence of this useful machine on you this undeniably questionable.” According to Nestor Udtojan (MARCH 10, 2017)"The society and universities should be aware of psychological factors, technological factors and media factors that are marginal significant to influence to become addictive in online gaming. Psychological factors refer to thoughts, feelings and other cognitive characteristics that affect the attitude, behavior and functions of the human mind.”