Chapter 4 2024
Chapter 4 2024
Strand
ABM 10 10% 5
STEM 32 32% 1
HUMSS 30 30% 2
TVL 12 12% 4
GAS 16 16% 3
TOTAL 100
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.
GTA 13 13% 5
Valorant 11 11% 6
Billiard 28 28% 4
Other 60 60% 2
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
5-6 hours 6 6% 4
7-8 hours 9 9% 3
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
to relax
thinking
accomplishment
The table below represents the reasons for playing mobile games of
play mobile games to explore new worlds and satisfy my curiosity “ with a
agree. The statement “ I play mobile games because they are fun and
games to learn new skills and develop my abilities “ have a mean average
According to Visda et al. ( n.d ) that online games are hard to resist,
enjoyable and they eventually forget their task and problems, but it does
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
games.
session.
The table shows the ways to navigate the effects of playing mobile
irritable after playing mobile games “ gathered a total mean of 2.42, with
5th.
feel more cooperative and sociable after playing mobile games “ have a
2.43, with a verbal interpretation of disagree and ranking 3 rd. Lastly, the
The general weighted average for the effects of playing mobile games on
statements.
Statements NA VI Rank
mobile games.
decision.
I became anxious after playing 2.34 D 10
mobile games.
mindfulness.
thoughts.
playing.
The table shows the ways to navigate the effects of mobile games
interpretation and rank. The first statement “ I feel more relaxed after
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
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
2.34, with a verbal interpretation of disagree and ranking 10 th. The eight
ranking 9th. The nineth statement “ It can help sometimes to divert the
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,
Defense of the Ancients (DotA), and Free Fire. The levels of online gaming
theory tested, all the developed hypothesis were accepted. (Kamal and
Wok 2020).