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.