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Chapter 5

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Jaztine Amilano
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0% found this document useful (0 votes)
26 views7 pages

Chapter 5

Uploaded by

Jaztine Amilano
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Understanding the Effects of Mobile Games to the Behavior and

Mental Health of Grade 11 Students

CHAPTER V

This chapter presents the summary, conclusions, and

recommendation of the study about effects of mobile games.

Summary

This study explores how mobile games affect Grade 11 students’

behavior and mental health. The popularity of mobile games has

increased despite its potential disadvantages, which include addiction,

anger, and anxiety, as well as benefits like improving cognitive abilities

and encouraging social engagement. The study examines what games

students play, how long they play, why they game, and how these factors

affect their behavior and mental health. It focuses on 100 students at

ACLC College of Iriga. Based on theories such as Social Learning, Cognitive

Dissonance, and Flow Theory, the study investigates the effects of gaming

habits on relationships, academic performance, and emotional health. The

research attempts to offer insights for educators, parents, and students

through surveys and studies.

Findings

This study investigates the mobile gaming habits of students across

different academic strands (ABM, STEM, HUMSS, TVL, GAS). Data reveals

the time spent gaming, preferred games, reasons for playing, and the

impact on behavior and mental health. Key findings highlight the


prevalence of Mobile Legends and “other” games, along with a generally

negative correlation between excessive mobile gaming and focus, sleep,

and mental well-being.

The table represents the number of the respondents in each

strand.Moreover, it shows the time spend on a mobile games of

respondents. 10% from ABM, 32% from STEM, 30% from HUMSS, 12%

from TVL and 16% from GAS. As seen from the result, it shows that the

majority of the students are STEM. This shows the time spend on mobile

games of respondents, majority of the respondents spent their time 1-2

hours with a total of 66%, the 3-4 hours have a 19%, the 5-6 hours have a

6%, and the 7-8 hours have a 9%.

Results showed that all of the mobile games preferences of

respondents with their corresponding frequency, percentage and rank.

The correspondents of mobile legends got the highest percentage with

65%, second the other that have 60%, the call of duty have a 47%, the

gta have a 13%, the valorant have a 11% , billiard have a 28%. The

majority of the result is they play mobile legends and other.

The table summarizes respondents’ reasons for playing mobile

games, along with mean averages, interpretations, and ranks.

1. “I play mobile games because they are fun and entertaining”:

Mean 3.46, strongly disagree (Rank 1)

2. “I play mobile games to escape from problems”: Mean 3.14,

strongly disagree (Rank 2)


3. “I play mobile games to explore new worlds”: Mean 2.78,

disagree (Rank 3)

4. “I play mobile games to relieve stress”: Mean 2.74, disagree

(Rank 4)

5. “I play mobile games to escape reality”: Mean 2.69, agree (Rank

5)

6. “I play mobile games to express creativity”: Mean 2.68, agree

(Rank 6)

7. “I play mobile games to achieve goals”: Mean 2.52, agree (Rank

7)

8. “I play mobile games to socialize with friends”: Mean 2.27, agree

(Rank 8)

9. “I play mobile games for control and agency”: Mean 2.60, agree

(Rank 9)

10. “I play mobile games to learn new skills”: Mean 2.04, agree

(Rank 10 )

The overall average of 2.69 indicates that respondents generally

disagree with the statements.

This table summarizes how mobile gaming affects behavior.

Respondents generally agreed with the statements.

1. “It helps improve spatial awareness”: Mean 2.75, disagree (Rank


2. “I procrastinate due to mobile games”: Mean 2.44, agree (Rank 2)

3. “I became more lazy after gaming”: Mean 2.43, agree (Rank 3)

4. “I became more aggressive”: Mean 2.42, agree (Rank 4)

5. “I have trouble focusing”: Mean 2.34, agree (Rank 5)

6. “It helps me do multiple things”: Mean 2.28, agree (Rank 6)

7. “I feel less active”: Mean 2.26, agree (Rank 7)

8. “I feel more cooperative”: Mean 2.40, agree (Rank 8)

The overall average of 2.39 suggests general agreement with the

negative effects of mobile gaming on behavior.

Mobile gaming’s impact on mental health, ranked by mean average.

1. Reduces Loneliness: 2.89 (Disagree)

2. Reduces Anxiety/Stress: 2.85 (Disagree)

3. Diverts Negative Thoughts: 2.67 (Disagree)

4. Relaxation: 2.62 (Disagree)

5. Less Focused: 2.54 (Agree)

6. Poor Sleep: 2.51 (Agree)

7. Tired/Drained: 2.47 (Agree)

8. Poor Decisions: 2.44 (Agree)

9. Decreased Mindfulness: 2.42 (Agree)

10. Increased Anxiety: 2.34 (Agree)


Overall average: 2.57 (Generally Agree with negative impacts).

Conclusion

The following conclusions were drawn based on the findings of the

study.

The survey highlights key findings regarding mobile gaming among

respondents from various academic strands, with the majority identifying

as STEM students. Most respondents reported spending 1-2 hours playing

mobile games daily, with “Mobile Legends” being the most popular game

at 65%.The analysis of reasons for playing mobile games indicates a

general disagreement with the notion that these games are primarily for

fun or stress relief, as shown by a mean average of 2.69. However,

respondents acknowledged some positive aspects, like achieving goals

and expressing creativity.

Regarding the effects of mobile gaming on behavior, the overall

average of 2.39 suggests a consensus on negative impacts, including

increased laziness and decreased focus. Additionally, the mental health

assessment reveals a general agreement (average of 2.57) that mobile

gaming can have adverse effects, such as poor sleep and increased

anxiety.

Overall, the data suggests that while mobile gaming is prevalent

among students, it is often associated with negative behavioral and

mental health outcomes.

Recommendations
This research aims to provide practical recommendations to address

the effects of mobile games on the behavior and mental health of Grade

11 students. By implementing these recommendations, the students of

Grade 11 can better understand and manage their relationship with

mobile gaming. The researchers have the following recommendations:

1. Students: Since the results suggest significant effects on behavior

and mental health, students should manage their time more

effectively by setting limits on mobile gaming. They should prioritize

academic tasks, physical activities, and social interactions with

family and friends to maintain a healthy balance between gaming

and other important aspects of life.

2. Parents: As mobile games become an integral part of young

people’s lives, parents must be proactive in monitoring and guiding

their children’s gaming habits. Parents are encouraged to have open

discussions about the potential risks of excessive gaming, set

appropriate boundaries, and promote healthier alternatives for

relaxation and recreation. It is also important for parents to provide

emotional support and foster healthy communication about mental

health.

3. Researchers: This study offers valuable insights but also indicates

the need for further research to explore the long-term effects of

mobile gaming on students’ mental health. Future researchers are

encouraged to expand this study by examining a larger sample size

or considering various genres of mobile games to provide a more

comprehensive understanding. Researchers should explore


intervention strategies that can mitigate the negative effects

observed in the findings.

4. Future Researchers: As this topic continues to evolve with

technological advancements, future research could explore newer

gaming trends and their impact on younger generations. Studies

that examine both the positive and negative aspects of mobile

gaming can offer more balanced perspectives and practical

solutions for improving students’ mental well-being.

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