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Effects of Mobile Games on Mental Well-Being of Senior High Students: Research Proposal, Summaries of Economics and Law

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.

Typology: Summaries

2022/2023

Uploaded on 01/21/2024

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Download Effects of Mobile Games on Mental Well-Being of Senior High Students: Research Proposal and more Summaries Economics and Law in PDF only on Docsity! The Perceived Effects of Mobile Games on the Mental Well-Being Year 2022-2023 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 2022-2023 Presented by: Rodeo, Jr. M. Banaag Cathlyn R. Jalinon Sweet Funny B. Mariquit Joey E. Rampone Kenn Xymer B. Galla Presented to: Charry P. Eco, LPT October 2023 TABLE OF CONTENTS COVER PAGE TABLE OF CONTENTS LIST OF TABLES LIST OF FIGURES CHAPTER 1 THE PROBLEM 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 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). This study, researcher’s general public to address the issue of mobile game addiction. This article examined the current state of mobile gaming among senior high school students and the effects of mobile game addiction on students, looked at the contributing factors from the perspectives of students, parents, society. Theoretical and Conceptual Framework This research, titled The Perceived Effects of Mobile Games on the Mental Well-Being of Senior High School Students in San Luis National High School, is anchored by the model of Margaret Rouse. Margaret Rouse (4 March, 2012) Defines Mobile games as “the designed for mobile devices, such as smartphones, feature phones, pocket PCs, personal digital assistants (PDA), tablet PCs and portable media players. Mobile games range from basic (like Snake on older Nokia phones) to sophisticated (3D and augmented reality games) Mobile games - definition Many phones include simple games for the user to pass the time. The games referred to here are ones preinstalled on the phone and do not require a wireless. Mobile games devices the definition of jeong and kim (2009); kasai (2015) is slightly different from that of Margaret Rouse: “Early Mobile gaming, often called portable or handheld gaming, was played on dedicated devices, including those from Nintendo (such as the game and watch, Game Boy, and DS series).” According to Peterson (N.D) Mental wellbeing is how we respond to life’s ups and downs. In this simple mental wellbeing definition lies deeper meaning and implication for our lives. It includes how a person thinks, handles emotion, emotional wellness, and acts. Margaret Rouse’s and Peterson definition are the most relevant to the aims of this study, given the emphasis it places on the conscious perception. Researcher study the perception of the effects of mobile games on the mental well-being, but conscious comparison will play important role in its gamer well-being. Margaret Rouse’s model is important for this study: it allows us to determine both the extent which gamers are affected to mobile games. The 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     Figure 1. The relation between mobile games and mental well-being behavior (Figure 1) presents the conceptual framework of the study, which consists of two (2) variables: mobile games as an independent variable and the mental well-being as the dependent variable. In the figure, mobile games as a independent variable refers to the acknowledgement that eight human factors, motivation, development stage, family, school, and self-control, as well as anxiety disorders, loneliness and depression, are what most people lack. Mobile game pertains to the first six factors that are elements of a gamer’s aptitude. The remaining three variables all present different mental well-being issues. The sixth to eight variables reveal mental well-being factors. How well gamer gets along with others in their immediate mental well-being makes up the research variable for mobile games (an independent variable). Whereas strand-based measures of perceive understanding are measure by accomplishment scores (a dependent variable). Objectives Mobile Games Mental Well-Being health outcomes. However, further research and empirical studies are necessary to validate and support this hypothesis. Significant of the Study The study focuses on how the senior high school students mobile games affects their mental well-being. The findings of this study may be advantageous to future readers in terms of acquiring information and data. This study may benefit the following people in particular: STUDENTS This research could help the students become aware of mobile games. It may also help them understand why mobile games can ruin their lives. PARENTS This study may also be beneficial to the parent. It may assist them in assessing and advising their children on how mobile games can affect their mental health. RESEARCHERS This study may benefit the researcher by assisting them and determining how the study of mobile games affects the mental well-being of the students. This could be used as a guide for future researchers conducting similar research. Scope and Limitations The study will only look at the perceive effects of mobile games on the mental well- being of the grade 11 HUMSS high school students at San Luis National High School. The study was limited to the grade 11 HUMSS students’ mobile gamers at San Luis National High School to determine the effects of mobile games on the mental health of the students. The questionnaire was prepared in English for more clarification on questions and to improve the quality of the data. Definition of the term For the purpose of this study, some terms used are operationally defined for clarity and better understanding. The terms are the following: The study examined the relationship between mobile gaming performances, online risk, and mental health. Data were obtained from a sample of senior high school students at San Luis National High School. Mobile game: video game, also called internet gaming disorder, is a condition characterized by severely reduced control over gaming habits, resulting in negative consequences in many aspects of your life, including self-care, relationships, school, and work. It refers to the relationship and behavior of the children in a mobile game. Mental health is a person’s condition with regard to their psychological and emotional well-being. All this pressure seems to be affecting his mental health, and it also refers to depression, anxiety disorders, mood, and loneliness. Chapter 2 Review Related Literature Foreign setting Researchers have presented evidence on the severity of online gaming addiction (Marino & Spada, 2017). Still, too many people continue to neglect the issue’s potential adverse outcomes. Therefore, more research is needed to investigate the problem from different angles, which will suggest viable solutions to it. The present paper is an overview of scholarly sources on online gaming addiction and the analysis of narrative inquiry as the most suitable qualitative research method to use for the investigation of this problem. Despite the constant development and enhancement of community resources and entertainment opportunities, the number of individuals addicted to online gaming is growing annually. What previously used to be viewed merely as a leisure activity has now come to be considered as a serious threat due to its potential to provoke addiction in users. Online gaming is related to social and psychological problems by facilitating self-regulation deficiency According to (Gong et al., 2019). Furthermore, the age of gamers has increased considerably, and the activity is no longer regarded as a teenage male hobby (Pietersen et al., 2018). Whereas, in the past, playing video games online, was considered as a useless pastime, at present, it has become an important part of many people’s life worlds. The increasing popularity of online gaming is associated with the idea that video According to James, 2018; McAlpine, 2016 When one tells a researcher about their experiences, the latter becomes “narratives as part of inquiry” and makes the audience “vicarious” participants of these experiences (Chen, 2019, p. 382). Narrative inquiry is composed of three dimensions: temporality, sociality, and space (Kovinthan, 2016). These presuppose a transitional movement of people and places in the story, the revelation of the person’s emotions and feelings, and the possibility of the physical space of inquiry to change (Kovinthan, 2016). Overall, narrative inquiry allows for receiving valuable and reliable first-hand information about the researched issues and problems. What is more, narrating personal experience equals making sense of it (Ho et al., 2020). In the case of online gamers, the use of narrative inquiry enables researchers to understand “what it means to be a gamer” (Pietersen et al., 2018, p. 123). With this information available, scholars can understand the mechanisms of addiction better since unique personal data allows for a thorough analysis of how people develop an addiction to online gaming and how they feel about it. The next benefit of the selected research design is that it incorporates not only inward but also outward analysis. According to Law and Chan (2015), narrative inquirers consider both the participants’ and researchers’ identities, feelings, hopes, moral tendencies, the environment, conditions, and people affecting the forces and factors from respondents’ contexts. Kovinthan (2016) reports that narrative inquiry helps researchers to cross the boundary between themselves and participants. Additionally, the selected research design enables scholars to investigate the issues faced by respondents and draw out the implicit beliefs and values of researchers (Kovinthan, 2016). 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 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.”  According to John Coningco Robinson (MAY 2016) “The computer game has changed from being primarily played at an arcade tobe primarily played in the home.”  According to Aaron Berard (APRIL 2, 2015) "A lot of people still view video games as a time-wasting activity even though research is beginning to show their beneficial aspects" Chapter 3 RESEARCH METHODOLOGY Research Design In this study, the researcher will investigate the perceived effects of mobile games on the mental well-being of senior high school students at San Luis National High School, especially in the grade 11 HUMSS. This study uses descriptive methods. This study will use a descriptive research design because it involves the description, analysis, and interpretation of the data to be gathered. It can be concerned with the conditions and differences that existed between the independent and dependent variables (Darwal 2012). The results of the study are on the efficiency of the mental well-being awareness of the senior high school students at San Luis National High School. The study, as written, focuses on the current situation. The goal is to discover new truths, which can take various forms, including increased insights into elements at work, the discovery of a new causal relationship, a more precise description of the problem to be solved, and many more. The descriptive research approach is best suited for this study because it measures data that already exists and the number of respondents is limited. As previously stated, a researcher-adopted questionnaire was utilized to measure student- related variables such as interest in mobile game addiction and how it effects mental health. Research Instrument The main tool used in this study was a researcher’s adopted questionnaire and checklist. A set of questionnaires and checklists was constructed for the students as a respondent. The questionnaires checklist consisted of the students’ “Perceived Effects of the Mobile Games to the Mental Well-Being Senior High School Students” mobile games, and mental well-being. Research Setting The study will be administered to grade 11 HUMSS students of San Luis National High School in zone 5 San Luis, Malitbog, Bukidnon in the District II of Malitbog in the Province of Bukidnon for this year 2023. San Luis National High School is nearby Misamis Oriental-Bukidnon-Agusan Del Sur Rd. and also nearby in San Luis, Malitbog, Bukidnon, and the senior high school is composed of two curricula: grade 11 and grade 12. The grade 11 is divided into two academic strands: TVL and HUMSS; grade 11 HUMSS has 13 males and 22 females; grade 11 TVL has 39 males and 24 females, for a total of 98 students. The grade 12 is divided into two academic strands: HUMSS and TVL. In HUMSS, 14 males and 13 females, and in TVL, 34 males and 18 females, for a total of 79 students. n= 12 1+12(0.05)2 n= 12 1+12 (0.0025 ) n= 12 1+0.03 ¿ ¿ n= 12 1.03 n=11 Sampling solving Female Given: N=14 e=0.05 n=? Formula: n= N 1+N e2 Solving: ¿ 14 1+14 (0.05)2 n= 14 1+14 (0.0025 ) n= 14 1+0.035 ¿ ¿ n= 14 1.035 n=13 The researcher used pure random sample technique and came up with the total number 26, 13 Female and 11 Male respondents using the slovin’s Formula is getting the sample size which the research study will be conducted. Data Gathering Procedure The questionnaire checklist was designed to elicit appropriate responses to the study’s objectives. The researchers adapted this questionnaire checklist, which was then presented to, examined, and confirmed by the research adviser to guarantee the validity of the responses it would elicit. A permit to conduct research and study was secured by a letter requesting permission from the school head of San Luis National High School. Data collected from the completed questionnaire were validated, categorized, tabulated, and analyzed using Microsoft Excel according to the research strategy described in this chapter and prepared for final presentation to professionals in different fields of specialization. It will be explained to the respondents that their participation will be a great help, and their responses will be kept confidential. Statistical treatment of the study After collecting the data, the fallowing appropriate statistical tools shall be employed by the researcher with the help of the statistician to interpret the data gathered. References Annalyn,Joy, Tabiola,Manilyn, Sierra,Chris, Darylle, Nabung,Lance, Miña,Mae,Ann, Rubia & Rocelyn, P., CatibagVol. 1 No. 1 (2019): Ascendens Asia Singapore – Bestlink College of the Philippines Journal of Multidisciplinary Research Abstracts, Vol.1, No.1, March 2019 Abkhezr, P., McMahon, M., Campbell, M., & Glasheen, K. (2020). Exploring the boundary between narrative research and narrative intervention: Implications of participating in narrative inquiry for young people with refugee backgrounds. Narrative Inquiry, 30(2), 316-342. Web. Androutsopoulou, A., Stefanoua, M. M. (2018). Seeking “home”: Personal narratives and turning points in the lives of adult homeless. The European Journal of Counselling Psychology, 7(1), 126-147. Web. Balakrishnan, J., & Griffiths, M. D. (2018). Loyalty towards online games, gaming addiction, and purchase intention toward online mobile in-game features. Computers in Human Behavior, 87, 238-246. Web. Bruce, A., Beuthin, R., Sheilds, L., Molzahn, A., & Schick-Makaroff, K. (2016). Narrative research evolving: Evolving through narrative research. International Journal of Qualitative Methods, 15(1), 1-6. Web. Byrne, G. (2015). Narrative inquiry and the problem of representation: “Giving voice”, making meaning. International Journal of Research & Method in Education, 40(1), 36-52. Web. Caine, V., Chung, S., Steeves, P., & Clandinin, D. J. (2019). The necessity of a relational ethics alongside Noddings’ ethics of care in narrative inquiry. Qualitative Research, 20(3), 265-276. Web. Chen, J. C. (2019). Restorying a “newbie” teacher’s 3d virtual teaching trajectory, resilience, and professional development through action research: A narrative case study. TESOL Quarterly, 54(2), 375-403. Web. Dollah, S., Abduh, A., & Rosmaladewi. (2017). Benefits and drawbacks of NVivo QSR application. Advances in Social Science, Education and Humanities Research, 149, 61-63. Web.
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