Chapter 4 and 5 Edited 2
Chapter 4 and 5 Edited 2
Chapter 4 and 5 Edited 2
CHAPTER 4
Age F % Rank
16-17 49 50.00% 1
18-19 48 49.00% 2
20 and above 0 0% 4
Total 98 100.00%
From the data gathered, it appears to be that students aged between 16 -17 and 18
-19 are comfortable talking about their physical inactivity and the time spent in playing
MOBA games with the frequency of 49 between the ages of 16-17 (50.00%). While
senior high school students aged between 18-19 with a frequency of 48 (49.00%) being
ranked second.
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Sex F % Rank
Female 62 63.30% 1
Male 36 36.70% 2
Total 98 100.00%
According to the data, females responded more to our survey with the frequency
Grade 12 50 51% 1
Grade 11 48 49% 2
Total 98 100.00%
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Based on the data collected, there are 50 (51%) Grade 12 respondents while there
are 48 (49%) Grade 11 respondents. Both Grade 11 and 12 are interested in the research
topic.
Strands F % Rank
ABM 12 12.2% 2
GAS 4 4.1% 4
HUMMS 7 7.1% 3
SPORTS 0 0% 5
STEM 75 76.5% 1
Total 98 100.00%
From the gathered data, the strand with the highest number of respondents is the
respondents, then the HUMMS track with a frequency of 7 (7.1%), then the GAS track
with 4 (4.1%) respondents. There were no respondents from the SPORTS Track.
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CM Frequency %
145-150 cm 6 6.1%
151-155 cm 20 20.4%
156-160 cm 19 19.4%
161-165 cm 13 13.3%
166-170 cm 22 22.4%
171-175 cm 9 9.2%
176-170 cm 2 2.0%
171-175 cm 0 0%
176-180 cm 2 2.0%
181-185 cm 2 2.0%
186-190 cm 2 2.0%
191-195 cm 1 1.0%
Total 98 100.00%
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In terms of height, with a total respondents of 98, the average height of the
respondents in centimeters is 163.64. The lowest height recorded is 143 cm and the
highest height recorded is 195.98 cm. The height range with the most amount of
KG Frequency %
30-35 kg 1 1.0%
40-45 kg 9 9.2%
46-50 kg 18 18.4%
51-55 kg 17 17.3%
56-60 kg 10 10.2%
61-65 kg 13 13.3%
66-70 kg 9 9.2%
71-75 kg 4 4.0%
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76-80 kg 7 7.1%
81-85 kg 2 2.0%
86-90 kg 1 1.0%
91-95 kg 1 1.0%
96-100 kg 1 1.0%
101-105 kg 0 0%
106-110 kg 0 0%
111-115 kg 3 3.0%
116-120 kg 1 1.0%
186-190 kg 1 1.0%
Total 98 100.00%
With a total number of respondents of 98, the average weight of the respondents is
62.96 kg. The highest weight being 187 kg while the lowest weight is 35 kg. The weight
range with the highest frequency is 46-50 with a frequency of 18 (18.4%). The lowest
amount of frequency according to the data is the ranges 101-105 and 106-110 kg with a
frequency of zero.
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Total 98 100.00%
From the data gathered, most participants fall under the weight status of Healthy
which is the overweight category for BMI. The third highest frequency is 14 (14.29%)
which is the weight status of underweight. Finally, the category with the least amount of
Table 2.0: How much time (in hour) on average do you spend playing MOBAs per
day?
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Hours F % Rank
1 to 2 hours 25 25.5% 2
3 to 4 hours 11 11.2% 3
4 to 5 hours 3 3.1% 5
Total 98 100.00%
The hours spent in playing MOBAs per day shows that (53.1%) of respondents
play less than 1 hour, (25.5%) of the respondents with 1 hour to 2 hours of playing, while
respondents with (11.2%) plays 3 to 4 hours and (3.1%) 4 to 5 hours. According to the
data, seven respondents (7.1%) play more than 5 hours per day.
Routines F % Rank
No exercise 23 23.5% 2
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routine/s
routines
routines
exercise routines
Total 98 100.00%
According to the table, the respondents with the total 42.9% do 1 to 2 full exercise
routine/s per week. 23.5% of the respondents prefer not exercising on their daily basis. In
addition to this, 16.3% of respondents chose 3 to 4 full exercise routines and 10.2% with
4 to 5 full exercise routines while on the other hand, 7.1% of respondents the least
responded to being fully active in participating in more than 5 full exercise routines.
Table 2.2: What is the average duration (in minutes) of your workout routine?
Minutes F % Rank
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No exercise 21 21.4% 3
10-20 29 29.6% 1
30-40 26 26.5% 2
40-50 9 9.2% 5
Total 98 100.00%
Referring to the data gathered from respondents and their exercise routines, the
respondents' most dominant time for their daily exercises is 10-20 minutes, taking up
29.6% of total respondents. Meaning that most people would want to stay in shape but
not dedicate a whole lot of time for their routines. While the lowest number of
respondents is the workout routine of 40-50 minutes taking only 9.2% of the total
respondents. Another observation is the good number of respondents who do not exercise
at all, taking up about 21.4% of current respondents. Furthermore indicating that at least
78.6% of respondents allot time for their exercise routines. At least 13.3% of respondents
1 to 2 cans or 30 30.3% 2
bottles
3 to 4 cans or 0 0% 4
bottles
4 to 5 cans or 1 1% 3
bottles
or bottles
Total 98 100.00%
The table reveals that 68.7% of respondents do not consume sweet cans or bottles.
While 30.3 percent of respondents drink one to two cans or bottles per day, the least of
Table 2.4: How many bags of chips on average do you eat while playing?
0 bags 61 61.6% 1
1 to 2 bags 36 36.4% 2
3 to 4 bags 1 1% 3
4 to 5 bags 1 1% 4
Total 98 100.00%
According to the data, 61.6% of the respondents do not eat while playing, and
36.4% of those who do eat 1 to 2 bags of chips. In addition, 1% of the respondents eat 3
Table 2.5: How many servings of sweet foods on average do you consume while
playing?
1 to 2 serving 28 28.3% 2
3 to 4 servings 5 5.1% 3
4 to 5 servings 1 1% 4
More than 5 0 0% 5
servings
Total 98 100.00%
According to the data gathered from participants of the study, the one ranked first
in the amount of servings the participants consume while playing MOBAs is less than 1
serving with a frequency of 64 (64.6%). Meanwhile the lowest ranked with the least
Table 2.6: How many meals of fast food on average do you eat while playing?
1 to 2 meals 30 30.61% 2
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3 to 4 meals 6 6.12% 3
4 to 5 meals 2 2.04% 4
Total 98 100.00%
Coming from the data collected, the category which is ranked highest is “Less
than 1 meal,” with a frequency of 59 (60.20%). After that, the second highest ranked
participant has answered in the survey that they eat more than 5 meals on average while
The correlation between time spent on Playing MOBAs and Exercise Frequency
Frequency
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Exercise Frequency F %
Never 22 22.45%
Rarely 41 41.84%
Sometimes 11 11.22%
Often 17 17.35%
Always 7 7.14%
Total 98 100.00%
the participants sometimes play MOBAs to exercise, 41 (41.84%) rarely play MOBAs to
Time spent on MOBAs and Dietary Habits technically has a positive correlation
although the relationship between the variables are very weak. The R value for the
Dietary Habits F %
Never 0 0.00%
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Dietary Habits F %
Rarely 8 8.16%
Sometimes 28 28.57%
Often 47 47.96%
Always 15 15.31%
Total 98 100.00%
According to the data gathered, 15 (15.31%) respondents always play MOBAs to dietary
habits, 47 (47.96%) of the participants often play MOBAs to dietary habits, 28 (28.57%)
of the participants sometimes play MOBAs to dietary habits, 8 (8.16%) rarely play
MOBAs to dietary habits, and 0 (0.00%) of the participants never play MOBAs to dietary
habits.
MOBA GAMING
Table 3.0: Do you consume three full meals (breakfast, lunch, dinner) on a regular
basis?
F % Rank
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Yes 65 66.3% 1
No 33 33.7% 2
Total 98 100%
According to the data gathered, the majority of the respondents consume three full
(microwavable).
bread).
or no sugar.
According to the given table, the majority of the students responded sometimes
(3) and always (5) to the components affecting their diet. The first statement appears that
35 responded ‘Sometimes (3)’ as they try to avoid sugary beverages that are leading
sources of unhealthy calories. As seen from the statement “ I drink plenty of water” has
this sums up how respondents maintain their eating habits in a nutritious way and refrain
(basketball, soccer)
escalators or elevators in
3.47 Often
various establishments
According to the data collected from respondents, the most frequent exercise they
get when playing MOBA games is doing house work, having a weighted mean of 3.97.
After that, stretching is the most frequent exercise with a weighted mean of 3.84, then
respondents trying to work out at least once a week with a weighted mean of 3.76. The
third least frequent component of exercise is jogging with a weighted mean of 2.90 and
the second least frequent component is bodybuilding with a weighted mean 2.10. The
component with the least amount of frequency is practicing yoga with a weighted mean
of 1.95. All in all, the average weighted mean for the components of exercise being
issues.
I cannot participate in a
issues.
My friends influence my
2.36 Disagree 5
diet.
My family influences my
3.46 Agree 1
diet.
my diet.
number one with a weighted mean of 3.46 on the indirect factors affecting the diet of the
senior high school students. Ranking at number 2, students think that sometimes they do
not have enough time to prepare their meals with a weighted mean of 3.02. At number 3,
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students seem to think that media influence is another indirect factor that affects their
diet. From ranks 4 to 7 , students disagree that friends' influence, financial issues,
religious practices, and health issues are factors that affect their diet. The average
I cannot participate in a
issues.
I cannot participate in a
issues.
diet.
My family influences my
2.78 Neither 3
diet.
my diet.
According to the findings of the study, "the media (social media, mass media)"
received the most votes with a mean of 3.17 on the indirect factors influencing the
exercise of FEU Diliman senior high school students. "I don't have enough time due to
school" received the second highest position, with a mean of 3.02. "My friends influence
my diet", the third indirect factor affecting exercise, came in third with a mean of 2.78.
RECOMMENDATIONS
SUMMARY OF FINDINGS
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The goal of this study was to discover if there are any correlations between the
amount of time spent playing MOBA games and diet and exercise, as well as to develop a
solution to improve the health of MOBA players. Findings from literature about gaming
suggests that it may have an impact on diet and exercise. The researchers' goal was to
create a demographic profile of their respondents and see if there were any indirect
factors at play that could affect diet and exercise, as well as to learn about the
components affected by MOBA gaming. This study's beneficiaries include FEU Diliman
senior high school students who play MOBAs, their parents, and nutrition science
professionals. This study's beneficiaries include FEU Diliman senior high school students
who play MOBAs, their parents, and nutrition science professionals. They can assist
them in educating senior high school pupils and providing suggestions, while
health. The data collected from the respondents focused on the individuals' eating habits,
physical activity, and time spent playing online games. Due to the restrictions of online
classes, the assessment for FEU Diliman students was conducted using a Google Forms
survey.
methods, but mostly using correlational research. The study will be conducted at Far
Eastern University - Diliman. The study was chosen to examine the relation between
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MOBAs and diet and exercise of FEU Diliman senior high school students. The
instruments utilized were survey questionnaires that were distributed to senior high
school students at FEU Diliman through the use of Google forms. Through this study,
self-prepared survey questionnaires were used to gain a relation between time spent on
MOBAs and diet and exercise. In order to answer the study questions, the researchers
used previous literature and concepts to appropriately develop inquiries. To conduct the
research in an ethical manner, researchers included a consent form with the survey
questionnaire. This is to tell the respondents that they are a part of the study and that the
information they provide will be used solely for the purposes of the study and will be
kept private at any time. The researchers used Slovin's formula, weighted mean formula,
frequency and percentage formula, likert scale, and pearson's correlation coefficient in
CONCLUSIONS
From the data gathered from respondents on the survey, there can be certain
implications that can be inferred from the analyzed statistics. First, the majority of the
respondents spend less than one hour playing MOBAs on the computer. Most of the
respondents of the survey also exercise at least once or twice per week and in their
30 to 40. The researchers can therefore conclude that less time playing MOBA games can
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lead to more frequent physical activity. Another evidence to support this conclusion is
most of the respondents are frequent in trying to exercise at least once a week. In terms of
indirect factors on exercise, the data suggests that the factors presented in the survey do
not affect the participants. Using Pearson’s R, the researchers have determined that there
In terms of time spent playing MOBA games affecting diet, on the topic of
sweet-drink consumption, most of the respondents do not drink these beverages and even
if they did, it is only one or two cans or bottles. This data is in conflict with one of the
related literatures of the study, in particular the research of Turel, O. et al. (2017). Most of
the respondents do not eat bags of chips as well, as well as sweet foods such as chocolate,
ice cream or candy, and do not have any meals of fast food while playing. The
researchers have determined that this suggests that the less time you spend playing
MOBA games, the better your diet is. To further reinforce this conclusion, based on the
data on the components affecting diet due to MOBA gaming, most of the respondents are
often going for healthier options rather than unhealthy ones. Most respondents sometimes
avoid sugary drinks, always eat nutritious protein, often eat a variety of whole grains, as
well as sometimes avoiding ready-made meals. Most respondents always drink plenty of
water and eat plenty of fruits of all colors as well. The respondents also always consume
connection in the relationship of time spent playing MOBAs and diet. From this, the
researchers have concluded that in order to establish that MOBA games would have an
effect on diet and exercise that more concrete evidence must be found.
RECOMMENDATIONS
The future direction of this study is to create a diet and exercise regimen that can
compensate for the time spent playing MOBA games. A further study of this can be
created where MOBA players can try out certain diets and exercises in varying intensities
while still playing MOBAs. That being said there are certain limitations that the research
suffers from. There are no physical examinations and the answers are self-assessment
from the respondents. Most of the respondents barely play any PC MOBA games so
perhaps specifically targeting those that are can be an improvement for further studies.
Certain limitations also lie within the related literature found for this research as there is
not much literature based solely on PC MOBAs or MOBAs in general and thus the
researchers had to indirectly link PC MOBAs to screen time and gaming as a whole.
Future researchers can also broaden the genre of games, instead of just PC
MOBAs, perhaps both Mobile and PC MOBA games. Future researchers can also extend
this further to Online Games and maybe even gaming in general. Not only that, perhaps
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the parameters can even be extended to gaming and physical health, not only in diet and
exercise but perhaps even specific topics such as eyesight, back issues or hand problems.
The researchers recommend this paper to senior highschool students who play
MOBA games as the results serve as evidence that there might be a connection to the
game they play and their health. The researchers also recommend that this paper can be
used as a guide by parents to educate themselves and guide their children towards
affirmative action towards healthy living. Furthermore, the researchers hope that nutrition
science related professionals can use this when evaluating their clients towards improving
physical health. Finally, future researchers can use this paper in furthering knowledge
about the effects of MOBA Gaming or maybe gaming in general and its possible