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UNRAVELING THE IMPACT OF MOBILE GAMES ON ACADEMIC
PERFORMANCE: A QUALITATIVE STUDY AMONG CRIMINOLOGY
STUDENTS
A Title Presented to
the Faculty of the College of Criminology
Iligan Medical Center College
Iligan City
In Partial Fulfillment
of the Requirements for the Degree
Bachelor of Science in Criminology
by
Alex B. Bartido
July 2023
Chapter 1
INTRODUCTION
Rationale of the Study
Mobile games have become a major problem for all students and higher
education institutions. The alarming increase in playing mobile games has
threatened the academic performance of all students, Mobile games lower the
capability of students to become competent learners. Cell phone utilization is so
firmly coordinated into youngsters' way of behaving that side effects of conduct
dependence, for example, cell use intruding on their day-to-day exercises
(Singh,2018). According to several researchers, one of the most general forms of
technology, smartphones are inseparably linked to today's teenagers. Numerous
young people now use their phones for playing around as technology advances.
Youngsters use these games for various reasons a side interest, for loosening up,
to be striking, and for risking. It typically begins as a pastime, but occasionally it
becomes an addiction (Karunanayake,2019).
Mobile phones are considered to be the most popular portable electronic
device nowadays. Recent estimates showed that at least 77% of the world’s
population has their own mobile phone. The main reason mobile phone use is
emerging and becoming more and more popular worldwide is that it is a reliable
device for communication and entertainment (Karunanayake,2019). The
Philippines' smartphone penetration rate was expected to improve by 1.7
percentage points on average between 2023 and 2028. The rate is anticipated to
reach 77.73 percent and hit a new peak in 2028 after the fifth year of growing
rates. Notably, during the past few years, the rate of smartphone penetration has
been steadily rising (STATISTA,2023). Media multitasking, using two or more
media concurrently, prevails among adolescents and emerging adults. The
inherent mental habits of media multitasking—dividing attention, switching
attention, and maintaining multiple trains of thought— have significant
implications and consequences for students’ academic performance (May,2018).
Nonsensical use of a mobile phone has a number of negative effects,
despite the benefits. MP (Mobile phone) could lead similarly to dependence
problems depicted by unproductive and accord of playing out an activity no
matter what its unfriendly outcomes. This includes mental stress, feeling
overwhelmed, conflicts at work, and the need to respond to all messages, calls,
and notices. The fear of not having the MP around is called nomophobia
(Ibrahi,2018).In particular, the worldwide versatile populace has added up to 3.7
billion special clients, though the portable web traffic as a portion of complete
worldwide web-based traffic in 2018 is 48.2%.1 Individual, everything being
equal, and particularly youngsters, will generally contribute a bid arrangement of
their own time utilizing their cell phones This reality is complemented by the
ability to utilize cell phones without spot and time hindrances and because of their
ease of use (Chen,2018).
Many such studies have yielded mixed results. Most of these assessments
used self-reported class performance by students to explore the impact of risky
cell use and academic behavior. This review focuses on undergraduate learning,
as course grades do not always accurately reflect learning outcomes
(Sunday,2021). Compared to recent research results, the prevalence of telephone
slavery is higher among young people. Continuous testing failed to detect sexual
orientation discrimination in wireless inhibition. Poor sleep quality and mobile
phone addiction are thought to be related. The results support the evaluation of
telephone landlines and aid in rapid management and early evidence
(Kumar,2019). Due to the constant need to promote computer games and their
innovation, there is growing concern about the use of these games. Furthermore,
the majority of gamers have been shown to be children or teenagers, displacing
the notion that video games are merely entertainment and a waste of time. Some
aspects of human behavior can be influenced by video games, for better or worse
(Quwaider,2019).
A situation in which high psychological needs and excessive mobile phone
use result in serious physical, psychological, and social impairment is known as
mobile phone addiction. It is also known as problematic mobile use. In addition to
having a high prevalence of addiction to mobile phones, teens and young adults
make up a significant segment of mobile phone users. Addiction to cell phones
has been shown to have a number of serious negative effects on a person's
physical and mental health, including disrupting attention, reducing life
satisfaction, increasing depression, anxiety, and stress, and possibly causing sleep
disorders, suicidal ideation, and non-suicidal self-injury. As a result, mobile
phone addiction must be closely monitored. According to a survey on digital
adoption in Asia by international telecommunications giant Telenor (2023), over
29% of The Philippines is Asia's most mobile phone-dependent nation because of
its high percentage of mobile internet users who are always connected to their
phones (International Telecommunications Giant Telenor,2023).
The Philippines' cell phone infiltration rate was supposed to further
develop by 1.7 rates focusing on normal somewhere in the range of 2023 and
2028. The rate is expected to arrive at 77.73 percent and hit another top in 2028
after the fifth year of development rates. Particularly noteworthy is the steady rise
in smartphone penetration over the past few years (STATISTA,2023). The socalled increased reality is used in a lot of games and multimedia applications.
With the improvement of another mechanical branch, another medical condition
has arisen, which is infoholic fixation, drawing in individuals with the particular
usefulness that is the internet and the virtual world (Grajek,2022).
The perceived effects on health have been the primary concern among
these. A variety of negative outcomes have been linked to the amount of "screen
time" spent on devices. This could be due to the idea that people can become
addicted to their smartphones or the content they contain and lose control over
how they interact with them (Olson,2022). More than one normal business day is
spent on the telephone every week, with a few hours utilizing mobile games as it
were. Taking into account the growing body of scientific evidence demonstrating
that people primarily use smartphones and the Internet for relaxation rather than
work (Montag,2018). it becomes clear, that a lot of this invested energy could be
put resources into additional significant exercises, like direct communications
among guardians and their youngsters. Moreover, late work recommends a
connection between Cell phone Use Disorder2 (SUD3) and lower compassion and
life fulfillment (Lachmann,2018). Students' inability to recall crucial information
during exams may be the result of attention deficits and distractions during the
learning process that cause problems with encoding, storing, and retrieving
information (Klimova,2019). Since social media can cause habits that harm
students' careers, such as addiction, there is evidence that there is a negative
correlation between social media and academic achievement (Guinchiglia,2018).
Compared to controls, addicts exhibited worse mental health and
cognitive functioning, including worse impulse control and signs of Attention
deficit hyperactivity disorder (ADHD). Additionally, addicts showed greater
mental problems, such as more despair and anxiety, felt more socially alienated,
and were more likely to exhibit indicators of pathological internet pornography
usage. Female video game users were particularly vulnerable to unfavorable
results. Furthermore, the association between playing video games and anxiety
symptomatology was modulated by gender and the social environment. While
ladies who played video games the most experienced the highest levels of anxiety,
boys who played them the most reported the lowest levels of anxiety. When
playing with additional people, this relationship became worse (Stockdale,2018).
Furthermore, Brand believes that disorders brought on by addictive behaviors are
the result of interactions between a person's fundamental traits and a number of
moderating and mediating factors, which may be dynamic and evolve over time
as a result of engaging in particular behaviors (Brand,2019).
Mobile games use and stress were factors in problematic
smartphone use. Dependence can now be predicted by anxiety. One-third of each
group played mobile games, but this usage did not indicate hazardous smartphone
use. There aren't many cultural distinctions between countries when it comes to
using smartphones to play games (Lopez,2018). Likewise predicts the
antagonistic impacts of playing versatile games on understudies' scholastic
execution. According to his research, 35% of students had been late because of
online games, 29% had performed poorly, 15% had lost interest in school, 13%
were more likely to drop out, and 8% were involved in arguments. In addition,
(Adair,2022). concludes that college students are more likely to develop
problematic gaming habits as a result of a change in their social environment, less
parental control, increased independence, increased academic responsibilities,
playing video games, and higher stress levels. Instead of completing their
academic work, they engage in video gaming. They get further behind in class,
which adds to their pressure, and they go to games considerably more to unwind.
As a result, academic self-destruction becomes a cycle (Salapas,2019).
According to republic act no. 10620 This Act shall be known as the “Toy
and Game Safety Labeling Act of 2013”. The State recognizes that children, by
reason of their physical and mental immaturity, need special safeguard and care.
The State acknowledges its obligation to secure the right of children to proper
care and special protection from all forms of neglect and other conditions
prejudicial to their development. Towards this end, the State shall ensure the
protection of children against potential hazards to their health and safety by
requiring special labeling of toys and games. To guarantee the rights of children
to protection and safety, the State shall provide a means of redress for violation of
said rights (GOVPH, 2013).
The researcher is motivated to conduct this study since there is no
published study yet concerning unraveling the impact of mobile games on
academic performance in the institution chosen where this study was conducted.
Also, to understand the factors that influence that lead to their poor academic
performance, since they are criminology students and aim to be a public servant,
integrity should be their character foundation. Specifically, this study determines
the factors that lead to failing grades, what constitutes poor academic
performance, the influences of mobile games, and the measures taken by the
instructional faculty to safeguard integrity in their course. The information gained
from this study is intended to clarify existing perspectives on the impact of mobile
games on academic performance. Additionally, this study may help the
participating institution create tools and professional development that need to be
enhanced to have an effective program where poor academic is not prevalent.
Theoretical Framework
This study anchored on the following theories: integrative pathways
model: proposes three pathways that lead individuals to engage in PMPU
(problematic mobile phone use): excessive reassurance seeking theory by Jonier
et al. (1999), and Impulsiveness theory by Whiteside, S. P., & Lynam, D. R.
(2001), and extraversion pathway by Aluja, A., Garcıa, O., & Garcıa, L. F.
(2003).
The first pathway of the IPM (integrative pathways model) is excessive
reassurance-seeking, this relates to individuals who engage in PSU (problematic
smart use) to obtain reassurance from others and maintain relationships.
Excessive reassurance seeking was first described in the interpersonal theory of
depression. It has subsequently been defined as “the relatively stable tendency to
excessively and persistently seek assurances from others that one is lovable and
worthy, regardless of whether such assurance has already been provided
(Joiner,1999). Behavioral addictions are characterized by excessive use despite
adverse consequences, withdrawal phenomena, and tolerance which are also
typical of substance use disorders (Turgeman,2020).
The condition of
smartphone addiction has a serious impact on both physical and mental health. In
terms of excessive use, issues with impulse control, and unfavorable outcomes, a
habit may present similarly to addiction (Panova, 2018). PSU is a potential
behavioral addiction that manifests in teenagers as cravings, loss of control, and
other negative emotional states like anxiety. Despite the fact that technology and
cell phones are frequently cited as potential contributors to a rising human
separation from nature (Richardson,2018).
The second pathway of the IPM is impulsiveness. This corresponds to
individuals in which problematic smartphone use (PSU) is the result of poor
impulse control, leading to the uncontrolled urge to use their smartphone.
Characterized by urgency, a lack of planning, lack of perseverance, and sensation
seeking, impulsiveness can lead to antisocial use including cyberbullying, the use
of mobile phones in banned/socially unacceptable areas addictive use exemplified
by addictive patterns of smartphone use being associated with high-impulsivity
traits such as low self-control, lack of premeditation and symptoms of attention
deficit hyperactivity disorder (ADHD) (Whiteside,2001). Various aspects of trait
and state impulsivity and impulsive behavior can be predicted by using mobile
phone usage, such as call logs, battery charging, and screen checking (Wen,2021).
Negative effects of smartphone use, there is growing evidence that there are many
negative effects associated with excessive smartphone use, including sleep
disturbances, anxiety, depression, phobias, anxiety, and other negative workplace
effects.
Post-work and academic environments
due to
poor academic
performance are associated with sleep disturbance, lack of concentration, stress,
and anxiety (Arora,2020). Impulsivity is a trait that has been shown to be a strong
predictor of Various inconsistent, and related behaviors such as problematic
mobile phone use and Decreased self-control and decision-making ability
(Liu,2019).
The third pathway of the IPM is extraversion. This pathway corresponds
to individuals who display symptoms of dependence to their smartphones and
whose over-usage is driven by a consistent desire to build and maintain
relationships, communicate with others, and a constant need for stimulation and
reward. An abundance of research has inferred an association between
extraversion and PMPU/PSU. It is suggested that the extraversion pathway,
similar to impulsiveness, can lead to addictive, antisocial, and risky patterns of
use. Notably, the sensation-seeking traits that are typical of extraverted
individuals (Aluja,2003). Problematic social media and mobile phone use among
adolescent adults, especially the emergence of excessive social media and mobile
phone use, pubs, sneaking and catfish fishing. Concomitant associations with
behavioral problems related to age, gender, social media and mobile phone use
are relatively common among young people, with the exception of catfish fishing.
These behaviors were negatively correlated with age, with mobile phones,
excessive social media use, and wandering more common in women than men
(Kavčič,2019). Extraversion and neuroticism are Most closely related to mobile
phone addiction. When it comes to extraversion, research shows that this is true
People with high extroversion scores have more problem behaviors when using
mobile phones (Jie,2018). Extraverts are reward-hungry and very sociable, so
mobile phone provides plenty of opportunities for social interaction and positive
self-expression. Extroverts have been shown to meet their needs for selfexpression [93], mood enhancement (such as maximizing positive emotions), and
social needs (such as connection and communication) on social networking sites
(Gugushvili,2021). The more the students relied on their smartphones, the higher
the social and emotional burden they reported. Furthermore, logistic analysis
supported the predictive character of smartphone addiction associated with
specific domains of social-emotional distress. Personality did not affect the
association between smartphone addiction and social-emotional distress
(Volungis,2020). Depression and self-esteem are associated with problematic
social media use (PSMU). In particular, people with depressive symptoms and
low self-esteem were more likely to use social media to relieve stress, regulate
emotions, and avoid face-to-face interactions. In addition, low self-esteem has
been shown to be associated with increased social media usage, problematic
social media usage, and difficulty stopping or reducing social media usage
(packer,2023)
Conceptual Framework
(This section will be conceptualized based from the analysis of the
gathered data.)
Statement of the Problem
This study will explore the Impact of mobile game in Criminology students in
one of the private institutions in Iligan City. Specifically, this study will answer
the following:
1. Do criminology students believe that mobile games have a positive,
negative or neutral impact on their academic performance?
2. What were the factors that influenced students to play mobile games?
3. Do you think that being addicted to mobile games is dangerous?
4. How many hours that the student spend on mobile games?
5. Do mobile games affect the motivation of the student?
Chapter 2
RESEARCH METHODOLOGY
Design
The study will utilize the qualitative approach using the case study design.
A case study is an empirical investigation into a case or cases by answering "how"
or "why" questions about the phenomenon of interest. The researcher's significant
role and the field notes gathered through interviews played a crucial part in the
coherent pattern. The study will use research questions derived from the literature
reviewed. Using the design, this study will ascertain the alcoholism experiences in
among criminology students, acquiring an in-depth understanding of alcoholism
among the criminology students.
Setting:
This study will be conducted in one of the private institutions in Iligan
City, Lanao Del Norte, located in Mindanao, Philippines. Iligan City, where the
university is located is a 1st class highly urbanized city in the region of Northern
Mindanao census in 41 barangays. According to the 2020 census, it has a
population of 363,115 people. Consist largely Cebuano, Bisaya, Maranaos and
few Higaonons tribe.
On the northeastern part of Mindanao, some 800 kilometers south of
Manila, is a little city called Iligan. This small town has been dubbed the "City of
Waterfalls" and the "Industrial City of the South" because of its tourism potential
and long-term economic viability.
There are 308,046 people living on the 81,340 hectares (813.40 sq. km),
which is also the location of the nation's steel industry and the hydroelectric
power plant for Mindanao. Iligan is the provincial capital of Lanao del Norte,
which is bordered to the north by Misamis Oriental, to the south by Lanao del
Sur, and to the east by the province of Bukidnon.
Participants
Students studying criminology at Iligan Medical Centers College will take
part in this study. The participants will be determined using purposeful sampling.
The selection criteria will be based on the following: 1) students majoring in
criminology, 2) formally enrolled for at least one semester during the academic
year 2020–2023, and 3) students who played mobile games
Instruments
The researcher will use the interview guide questions to collect data from
the individuals. Intercommunication and participant understanding; questions will
be translated into the local tongue for improved comprehension. There will be an
introduction, a set of opening, central, and concluding questions. During the indepth interview, the researcher will also use open-ended questions and narrative
answer formats to extract the participants' confessions.
Additionally, the researcher will employ digital recording equipment to
capture all pertinent data throughout an in-depth interview. Using this method, the
interviewing process will be accurately and completely documented. The
transcribed and analyzed data will be used to identify the themes that emerged
from the participant’s responses.
Data Gathering Procedure
Prior to conducting the interview, the researcher will obtain approval from
the dean of the graduate school to carry out the study. The researcher will move
further with the possible participant identification after receiving approval. All
prospective participants will be assessed to see if they meet the inclusion criteria
for this study before the actual interview. The study's key priorities will be the
participants' permission and voluntariness. By clarifying that they can revoke their
involvement at any moment without incurring any fees, the researcher will
thereby pledge to uphold their rights.
The participant's informed permission form will need to be signed before
the researcher may schedule an interview with them all. To aid with their
memory, the participants will receive a copy of the interview questions from the
researcher. The interview must be conducted in a setting that is appropriate for the
surroundings, with little vehicular or human noise. The researcher will precisely
and aloud read the questions before to the interview. The researcher will also
consider clarifications regarding the research methodology as a whole as well as
the interview guide questions.
Ethical considerations
Before the actual interview, the researcher will secure permission from the
Dean of the Graduate School to permit the researcher to conduct the study. After
the approval, the researcher will proceed with the identification of the potential
participants. Before the actual interview, all potential participants will be
evaluated if they qualified as participants based on the inclusion criteria of this
study. The participants' consent and their voluntariness will be the top priority of
this study. The researcher will guarantee to protect their rights by explaining that
they can withdraw their participation at any time without penalty. We will adhere
to the "Data Privacy Act of 2012" (Republic Act No. 10173), also referred to as
the researcher's code of conduct.
Data Analysis
In this study, the six steps of Yin's (2009) Qualitative study process will
be
applied. The written records of each interview will be assessed using
Yin's Qualitative
study methodology. following the steps that follow:
1.
Plan, 2. collect. 3. Design. Get ready, 4. Gather, 5. Observe, and 6. Share.
Planning. I will select a subject that personally interests me to learn more
about in order to research the matter further. I will use selective sampling under
the guidance of my adviser to select individuals from whom I could gather data,
taking into account the sample size, accessibility, and duration. With the
assistance of my advisor, I will construct the data collection plan and study
questions. The planning phase will include determining the goals or justification
for doing a case study, choosing to use it (rather than other approaches), as well as
comprehending its advantages and disadvantages (Yin, 2009).
Designing. At this point, I will choose the most effective starting point for
my research and use it to guide my decision-making while taking into account the
level of adaptability that is available to change when early data is received. I will
choose the research methodology and design the research instrument. Through the
procedures followed during data collection and analysis, the study design will
logically link the research questions to the research findings. The research
questions, pertinent hypotheses, the analytical unit, the logic connecting the data
to the hypotheses, and the standards for interpreting the results are all included in
the study design.
The reasoning that links the data to the propositions should also guarantee that the
data is valid and appropriate (Baskarada, 2014). The design stage includes
defining the unit of analysis and the likely cases to be studied, developing
theory/propositions and identifying issues underlying the anticipated study,
deciding on the case study design (single, multiple, holistic, embedded), and
developing procedures to maintain research study quality (Yin, 2009).
Preparing. To collect data, I shall seek permission from the Dean of
Criminology in Iligan Medical Center’s College to conduct data collection with
participants.
Collecting. After the participants will be identified, up close and personal
meetings will be planned and led by posing unconditional inquiries not connected
with the exploration inquiries to reassure the members. During the genuine
meetings, I will start with a presentation and a clarification of the review to
dissipate any members' assumptions. Then, at that point, while utilizing a
recording gadget, I will continue to the meeting by requesting inputs from the
members. Then, I will twofold check that a large portion of the significant review
points will have sufficient supporting proof. At last, as a component of the
fundamental data, I will record non-verbal correspondences. The collection stage
includes following the research study methodology, utilizing a variety of
information sources, creating a case study database, and maintaining a chain of
evidence (Yin, 2009).
Analyzing. I will read and re-read the interview responses. Sentences
whose content and context are similar will be combined, and meanings will be
compiled. The emerging findings will be used to develop the themes that are
common to all participants. In the analysis step, theories and other strategies are
used. It considers and applies logical methods, researches contending
speculations, and presents information (facts) separate from understanding (Yin,
2009). " Information examination" is characterized as "seeing, classifying,
arranging, testing, or in any case recombining proof to create observationally
based ends" with regards to contextual analyses (Baskarada, 2014)
Sharing. After the final reviews, the presentation and dissemination of the
findings to my participants are part of this stage. According to Yin (2009), the
sharing stage focuses on defining the audience, creating textual and graphic
resources, providing sufficient evidence for a reader to make a decision, and
revising and rewriting until everything is perfect.
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Appendix A
INTERVIEW PROTOCOL
Introduction

Introduce self

Discuss the importance of the study

Provides informed consent

Provides structure of the interview (audio recording and note-taking)

Ask if they have any questions

Tests audio recording equipment

It makes participants feel comfortable
Opening Questions:
The participants will be asked regarding their:
1.Age; and
2.Year Level
Core Questions:
1.What urge you to play mobile games?
2.For how long have you been starting playing mobile games? When exactly
did it start?
3. how can mobile games affect your performance in school?
4. how much time do you spend playing mobile games in a week?
5. how can mobile games affect your daily life as a student?
6. what do you feel after you play mobile games?
Closing Question:
1. Is there any guilt, feeling, or regret after you play mobile game? If yes, what
are your advice to students that who also a mobile games addict?
Appendix B
INFORMED CONSENT FORM
1.
2.
3.
4.
5.
6.
7.
8.
I volunteer to participate in the research undertaking to be conducted by Alex B.
Bartido from Iligan Medical Center College. I understand that the research is
designed to gather information about the UNRAVELING THE IMPACT OF
MOBILE GAMES ON ACADEMIC PERFORMANCE. I will be one of the
participants who will be interviewed for this research.
My participation in this research is voluntary. I understand that I will not be paid
for my participation. I may withdraw and discontinue participation at any time
without penalty. If I decline to participate or withdraw from the study, no one will
be told.
This research will involve my participation. I understand that most interviewees
will find the discussion interesting and thought-provoking. If however, I feel
uncomfortable in any way during the interview session, I have the right to decline
to answer any question or to end the interview.
The interview will last approximately 20-30 minutes. Notes will be written during
the interview. The interview and subsequent dialogue will be audio-recorded. If I
don’t want to be recorded, I will not be able to participate in the study.
I understand that the information to be gathered will be treated with
confidentiality. I will not be identified in the paper. Only the researcher and her
adviser will have access to the data of the research.
I understand that this research has been reviewed and approved by the Graduate
School of Iligan Medical Center College.
I have read and understood the explanation provided to me. I have had all my
questions answered to my satisfaction, and I voluntarily agree to participate in this
study.
I have been given a copy of this consent form.
Participant’s Signature
For further information, please contact: Alex B. Bartido
Email: Imcccocbartidoalexboquil@gmail.com
Date
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