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Chapter 4 2024

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0% found this document useful (0 votes)
7 views12 pages

Chapter 4 2024

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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CHAPTER 4

UNDERSTANDING THE EFFECTS OF MOBILE GAMES TO THE


BEHAVIOR AND MENTAL HEALTH OF GRADE 11 STUDENTS

This chapter includes the data presentations, analysis, and

interpretation intended to address the particular probleme brought up in

this study, which was centered on the impacts of mobile games.

Demographic Profile of the Respondents

This section presented the sumnary of the demographic profile of

the respondents who participated in this study. The following include:

Table 3. Frequency Distrbution of the Demographic Profile based on

Strand

Strand Frequency P (%) Rank

ABM 10 10% 5

STEM 32 32% 1

HUMSS 30 30% 2

TVL 12 12% 4

GAS 16 16% 3

TOTAL 100

Strand

The table represents the number of the respondents in each strand

with their corresponding frequency, pecentage and rank. With a 10% fron
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.

Table 3.2 Mobile Games Preferences

Mobile Games Frequency P (%) Rank

Mobile Games 65 65% 1

Call of Duty 47 47% 3

GTA 13 13% 5

Valorant 11 11% 6

Billiard 28 28% 4

Other 60 60% 2

Mobile Games Preferences

The table shows 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%. As seen from the result, the

majority of the result is they typically play mobile legends.


Table 4. Time Spent on Mobile Games

Time Spent Frequency Percentage Rank

1-2 hours 66 66% 1

3-4 hours 19 19% 2

5-6 hours 6 6% 4

7-8 hours 9 9% 3

Time Spent on Mobile Games

The table shows the time spend on mobile games of respondents

with their corresponding frequency, percentage and rank. 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%.
Table 5. Reasons for Playing Mobile Games

Statements NA A Rank

I play mobile games to relieve stress or 2.74 D 4

to relax

I play mobile games as a way to 2.27 D 8

socialize with friends

I play mobile games to explore new 2.78 A 3

worlds and satisfy my curiosity

I play mobile games to escape from 2.69 A 5

reality and fulfill my fantasies

I play mobile games because they are 3.46 SA 1

fun and entertainment

I play mobile games to learn new skills 2.04 D 10

and develop my abilities

I play mobile games to express my 2.68 A 6

creativity and explore different ways of

thinking

I play mobile games as a way to escape 3.14 A 2

from problems or challenges

I play mobile games to achieve goals 2.52 D 7

and experience a sense of

accomplishment

I play mobile games because it is 2.6 D 9

providing a sense of control and agency


General Weighted Average 2.69 A

Reasons for Playing Mobile Games

The table below represents the reasons for playing mobile games of

respondents with their corresponding mean average, verbal

interpretation, and rank. The statement “ I play mobile games to relieve

stress or to relax” have a mean average of 2.74 and a verbal

interpretation as agree ranks 4th. Following with the statement “ I play

mobile games as a way to socialize with friends “ have a mean average of

2.27 interpreted as disagree rank 8. Following this with the statement “ I

play mobile games to explore new worlds and satisfy my curiosity “ with a

mean of 2.78 and a verbal interpretation of agree rank 3. Rank 5 is the

statement “ I play mobile games to escape from reality and fulfill my

fantasies” with a mean average of 2.69 and a verbal interpretation of

agree. The statement “ I play mobile games because they are fun and

entertainment “ have a mean average of 3.46 and a verbal interpretation

of strongly agree rank 1. According to the statement “ I play mobile

games to learn new skills and develop my abilities “ have a mean average

of 2.04 with a verbal interpretation of disagree rank 10. Based on the

statement “ I play mobile games to express my creativity and explore

different ways of thinking “ have a mean average of 2.68 with a verbal

interpretation of agree rank 6. The statement “I play mobile games as a

way to escape from problems or challenges “ have a mean average of

3.14 with a verbal interpretation of agree rank 2. Following with the


statement “ I play mobile games to achieve goals and experience a sense

of accomplishment “ have a mean average of 2.52 with a verbal

interpretation of disagree rank 7. Lastly, the statement “ I play mobile

games because it is providing a sense of control and agency “ have a

mean average of 2.6 with a verb interpretation of disagree as rank 9. The

general weighted average for the reasons of playing mobile games is

2.69, shows that the respondents have a agree thoughts on statements.

According to Visda et al. ( n.d ) that online games are hard to resist,

particularly if it is only around our environment. Students find it happy and

enjoyable and they eventually forget their task and problems, but it does

a bad effects to them , which is called addiction. According to them,

addiction is too much playing, and it cannot be resisted because most of

the youth tells that they are bored with their everyday lives, especially to

their studies. That’s why online games is addictive and it gives them

enjoyment.
Table 7. Effects of Playing Mobile Games on Behavior

Statements NA VI Rank

I became mo aggresive or irritable after 2.42 D 4

playing mobile games.

I have troube focusing on tasks after 2.34 D 5

playing mobile games.

I tend to procastinate or delay 2.44 D 2

responsibilities because of mobile

games.

I feel more cooperative and sociable 2.4 D 8

after playing mobile games.

I feel less active 2.26 D 7

It help me to do multiple things. 2.28 D 6

I became more lazy after gaming 2.43 D 3

session.

It helps to improve spatial and 2.75 A 1


awareness.

General Weighted Average 2.39 D

The table shows the ways to navigate the effects of playing mobile

games on behavior with their corresponding mean average, verbal

interpretation, and rank. The first statement “I became mo aggresive or

irritable after playing mobile games “ gathered a total mean of 2.42, with

a verbal interpretation of disagree and ranking 4 th. Following with the

statement “ I have troube focusing on tasks after playing mobile games “

with a mean of 2.34, with a verbal interpretation of disagree and ranking

5th.

Following with the statement “ I tend to procastinate or delay

responsibilities because of mobile games “ with a mean avergae of 2.44,

with a verbal interpretation of disagree and ranking 2 nd. The statement “ I

feel more cooperative and sociable after playing mobile games “ have a

mean average of 2.4, with a verbal interpretation of disagree and ranking

8th. Based on a statement “ I feel less active “ with a mean average of

2.26, with a verbal interpretation of disagree and ranking 7 th. The

statement “ It help me to do multiple things “ have a mean of 2.28, with

a verbal interpretation of disagree and ranking 6 th. Following with the

statement “ I became more lazy after gaming session” with a mean of

2.43, with a verbal interpretation of disagree and ranking 3 rd. Lastly, the

statement “ It hells to improve spatial and awareness “ have a mean


average of 2.75, with a verbal interpretation of agree and got the rank 1 st.

The general weighted average for the effects of playing mobile games on

behavior is 2.39, revealing that the respondents disagreed on the given

statements.

Table 7. Effects of Playing Mobile Games on Mental Health

Statements NA VI Rank

I feel more relaxed after playing 2.62 A 4

mobile games.

Playing mobile games helps reduce 2.85 A 2

my anxiety and stress.

I often feel tired or mentally 2.47 D 7

drained after long gaming session.

It is makes me less focused. 2.54 D 5

It is make me sleep worse. 2.51 D 6

It is make me make bad choices or 2.44 D 8

decision.
I became anxious after playing 2.34 D 10

mobile games.

Playing mobile games can decrease 2.42 D 9

mindfulness.

It can help sometimes to divert the 2.67 A 3

negative thoughts into positive

thoughts.

I don’t feel the loneliness when I’m 2.89 A 1

playing.

General Weighted Mean 2.57 D

The table shows the ways to navigate the effects of mobile games

to the mental health with their corresponding mean average, verbal

interpretation and rank. The first statement “ I feel more relaxed after

playing mobile games “ with a mean of 2.62, with a verbal

interpretation of agree and ranking 4th. The second statement “ Playing

mobile games helps reduce my anxiety and stress “ have a mean average

of 2.85, with a verbal interpretation of agree and ranking 2 nd. The third

statement “ I often feel tired or mentally drained after long gaming

session “ have a mean average of 2.47, with a verbal interpretation of

disagree and ranking 7th. The fourth statement “ It is makes me less

focused “ have a mean average of 2.54, and with a verbal interpretation

of disagree and ranking 5th. The fifth statement “ It is make me sleep

worst” have a mean average of 2.51, with a verbal interpretation of

disagree and ranking 6th. The sixth statement “ It is make me make bad
choices or decision “ with a mean average of 2.44, with a verbal

interpretation of disagree and ranking 8 th. The seventh statement “ I

became anxious after playing mobile game “ with a mean average of

2.34, with a verbal interpretation of disagree and ranking 10 th. The eight

statement “ Playing mobile games can decrease mindfulness “ have a

mean average of 2.42, with a verbal interpretation of disagree and

ranking 9th. The nineth statement “ It can help sometimes to divert the

negative thoughts into positive thoughts” have a mean of 2.67, with a

verbal interpretation of agree and ranking 3 rd. Lastly, the tenth statement

“ I don’t feel the loneliness when I’m playing “ have a mean average of

2.89, with a verbal interpretation of agree and ranking 1 st. The weighted

general average for the effecfs of mobile games on mental health is 2.57,

revealing that the respondents disagreed on the given statements.

In this study, it was designed to examine the impact of online

gaming addiction on mental health among International Islamic University

Malaysia (IIUM) students. The levels of online gaming addiction and

mental health, particularly depression, anxiety, and loneliness. This study

employed a quantitative research design with the network sampling

procedure applied as the sampling technique of data selection and an

online survey questionnaire as the research instrument. The findings show

that the most popular type of online game is PlayerUnknown’s

Battlegrounds (PUBG), followed by Mobile Legend (ML), Call of Duty (CoD),

Defense of the Ancients (DotA), and Free Fire. The levels of online gaming

addiction and Mental health among IIUM students were found to be

significantly low. The relationships between online gaming addiction and


mental health components, namely depression, anxiety, and loneliness,

were found to be significant and positive. Based on the social cognitive

theory tested, all the developed hypothesis were accepted. (Kamal and

Wok 2020).

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