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. References: Aluja, A., Garcıa, O., & Garcıa, L. F. (2003). Relationships among extraversion, openness to experience, and sensation seeking. Personality and Individual Differences, 35(3), 671-680. Retrieved on July 15, 2023, from http://bitly.ws/Mwiv Arora, A., & Chakraborty, P. (2020). Diagnosis, prevalence, and effects of nomophobia-A review. Psychiatry Research, 288, 112975-112975. Retrieved on July 21, 2023, from https://europepmc.org/article/med/32325385 Balakrishnan, J., & Griffiths, M. D. (2018). Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features. Computers in Human Behavior, 87, 238-246. Retrieved on July 3, 2023, from http://bitly.ws/MwtL Brand, M., Wegmann, E., Stark, R., Müller, A., Wölfling, K., Robbins, T. W., & Potenza, M. N. (2019). The Interaction of Person-Affect-Cognition-Execution (I-PACE) model for addictive behaviors: Update, generalization to addictive behaviors beyond internet-use disorders, and specification of the process character of addictive behaviors. Neuroscience & Biobehavioral Reviews, 104, 1-10. Retrieved on July 5, 2023, from http://bitly.ws/MwyD Felisoni, D. D., & Godoi, A. S. (2018) Cell phone usage and academic performance: An experiment. Computers & Education, 117, 175-187. Retreived on July 1 2023, from https://rb.gy/jhf4l Grajek, M., Olszewski, Ł., Krupa-Kotara, K., Białek-Dratwa, A., & SasNowosielski, K. (2022). Selected Behaviors and Addiction Risk Among Users of Urban Multimedia Games. Frontiers in Psychology, 13, 862891. Retrieved on July 3, 2023, from https://rb.gy/i61nh Gugushvili, N., Täht, K., Ruiter, R. A., & Verduyn, P. (2022). Facebook use intensity and depressive symptoms:a moderated mediation model of problematic Facebook use, age, neuroticism, and extraversion. BMC psychology, 10(1), 279. Retrieved on July 21, 2023, from https://rb.gy/0r61t Ibrahim, N. K., Baharoon, B. S., Banjar, W. F., Jar, A. A., Ashor, R. M., Aman, A. A., & Al-Ahmadi, J. R. (2018). Mobile phone addiction and its relationship to sleep quality and academic achievement of medical students at King Abdulaziz University, Jeddah, Saudi Arabia. Journal of research in health sciences, 18(3), e00420. Retrieve on July 2, 2023, from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6941644/ Joiner, T. E., Metalsky, G. I., Katz, J., & Beach, S. R. (1999). Depression and excessive reassurance-seeking. Psychological Inquiry, 10(3), 269-278. Retrieved n July 15, 2023, from https://rb.gy/y32iy Kamal, N. S. Z., & Wok, S. (2020). The impact of online gaming addiction on mental health among iium students. International Journal of Heritage, Art and Multimedia, 3(11), 01-20. Retrieved on July 5,2023, from http://www.ijham.com/PDF/IJHAM-2020-11-12-01.pdf Karunanayake, D. D. K. S., Perera, R. A. A. R., & Vimukthi, N. D. U. (2020). Impact of mobile phone game addiction on Sri Lankan teenagers: An exploratory study. Asian Journal of Education and Social Studies, 13(4), 61-72. Retrieved on July 1, 2023, from http://eurolibpress.uk/id/eprint/1441/ Kavčič, T., Puklek Levpušček, M., Zupančič, M., Poredoš, M., & Bjornsen, C. (2019). Personal correlates of problematic types of social media and mobile phone use in emerging adults. Human Technology, 15(2). Retrieved on July 21, 2023, from https://jyx.jyu.fi/handle/123456789/65052 Klimova, B. (2019). Impact of mobile learning on students’ achievement results. Education Sciences, 9(2), 90. Retrieved on July 5, 2023, from https://rb.gy/ccfch Kumar, V. A., Chandrasekaran, V., & Brahadeeswari, H. (2019). Prevalence of smartphone addiction and its effects on sleep quality: A cross-sectional study among medical students. Industrial psychiatry journal, 28(1), 82. Retrieved on July 2, 2023, from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6929238/ Liu, N., Kuan, K. K., & Dong, L. (2019). The role of user’s impulsiveness in detecting mobile phone excessive dependence: A feature selection analysis. In PACIS (p. 158). Retrieved on July 21, 2023, from https://core.ac.uk/download/pdf/326833351.pdf Lopez-Fernandez, O., Männikkö, N., Kääriäinen, M., Griffiths, M. D., & Kuss, D. J. (2018). Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland. Journal of behavioral addictions, 7(1), 8899. Retrieved on July 5,2023, from https://akjournals.com/view/journals/2006/7/1/article-p88.xml May, K. E., & Elder, A. D. (2018). Efficient, helpful, or distracting? A literature review of media multitasking in relation to academic performance. International Journal of Educational Technology in Higher Education, 15(1), 1-17. Retrieved on July 2, 2023, from https://link.springer.com/article/10.1186/s41239-018-0096-z Nayak, J. K. (2018). Relationship among smartphone usage, addiction, academic performance and the moderating role of gender: A study of higher education students in India. Computers & Education, 123, 164-173. Retrieve on July 2, from https://www.sciencedirect.com/science/article/abs/pii/S036013151830107 6 Ohannessian, C. M. (2018). Video game play and anxiety during late adolescence: the moderating effects of gender and social context. Journal of affective disorders, 226, 216-219. Retrieved on July 5, 2023, from https://www.sciencedirect.com/science/article/abs/pii/S016503271731055 8 Olson, A, D.A. & Sandra, E.s. Colucci, et al. (2022). Smartphone addiction is increasing across the world: A meta-analysis of 24 countries. Computers in Human Behavior, 129. Retrieved on July 4, 2023, from https://www.sciencedirect.com/science/article/pii/S0747563223001735#bi b46 Osorio-Molina, C., Martos-Cabrera, M. B., Membrive-Jiménez, M. J., VargasRoman, K., Suleiman-Martos, N., Ortega-Campos, E., & Gómez-Urquiza, J. L. (2021). Smartphone addiction, risk factors and its adverse effects in nursing students: A systematic review and meta-analysis. Nurse Education Today, 98, 104741. Retrieved on July 2, 2023, from https://www.sciencedirect.com/science/article/abs/pii/S026069172031591 4 Quwaider, M., Alabed, A., & Duwairi, R. (2019). The impact of video games on the players behaviors: A survey. Procedia Computer Science, 151, 575-582. Retrieved on July 2, 2023, from https://www.sciencedirect.com/science/article/pii/S1877050919305393 Packer, J., & Flack, M. (2023). The Role of Self-Esteem, Depressive Symptoms, Extraversion, Neuroticism and FOMO in Problematic Social Media Use: Exploring User Profiles. International Journal of Mental Health and Addiction, 1-15. Retrieved on July 21, 2023, from https://link.springer.com/article/10.1007/s11469-023-01094-y Panova, T., & Carbonell, X. (2018). Is smartphone addiction really an addiction? Journal of behavioral addictions, 7(2), 252-259. Retrieved on July 20, 2023,from https://akjournals.com/view/journals/2006/7/2/article-p252.xml Rathakrishnan, B., Bikar Singh, S. S., Kamaluddin, M. R., Yahaya, A., Mohd Nasir, M. A., Ibrahim, F., & Ab Rahman, Z. (2021). Smartphone addiction and sleep quality on academic performance of university students: An exploratory research. International journal of environmental research and public health, 18(16), 8291. Retrieved on July 5, 2023, from https://www.mdpi.com/1660-4601/18/16/8291 Republic Act No. 10620 | GOVPH. (n.d.). Official Gazette of the Republic of the Philippines. Retrieved on july 25,2023, from https://www.officialgazette.gov.ph/2013/09/03/republic-act-no-10620/ Sha, P., Sariyska, R., Riedl, R., Lachmann, B., & Montag, C. (2019). Linking internet communication and smartphone use disorder by taking a closer look at the Facebook and WhatsApp applications. Addictive behaviors reports, 9, 100148. Retrieved on July 4,2023, from https://www.sciencedirect.com/science/article/pii/S2352853218301561 Stockdale, L., & Coyne, S. M. (2018). Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls. Journal of affective disorders, 225, 265-272. Retrieved on July 5, 2023, from https://www.sciencedirect.com/science/article/abs/pii/S016503271730112 X Sunday, O. J., Adesope, O. O., & Maarhuis, P. L. (2021). The effects of smartphone addiction on learning: A metaanalysis. Computers in Human Behavior Reports, 4, 100114. Retrieved on July 2, 2023, from https://www.sciencedirect.com/science/article/pii/S2451958821000622 Turgeman, L., Hefner, I., Bazon, M., Yehoshua, O., & Weinstein, A. (2020). Studies on the relationship between social anxiety and excessive smartphone use and on the effects of abstinence and sensation seeking on excessive smartphone use. International journal of environmental research and public health, 17(4), 1262. Retrieved on July 20, from https://www.mdpi.com/1660-4601/17/4/1262 Troussas, C., Krouska, A., & Sgouropoulou, C. (2020). Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education. Computers & Education, 144, 103698. Retrieved on July 2, 2023, from https://www.sciencedirect.com/science/article/abs/pii/S036013151930251 9 Wen, H., Sobolev, M., Vitale, R., Kizer, J., Pollak, J. P., Muench, F., & Estrin, D. (2021). Mpulse mobile sensing model for passive detection of impulsive behavior: Exploratory prediction study. JMIR Mental Health, 8(1), e25019. Retrieved on July21,2023, from https://mental.jmir.org/2021/1/e25019 Whiteside, S. P., & Lynam, D. R. (2001). The five-factor model and impulsivity: Using a structural model of personality to understand impulsivity. Personality and individual differences, 30(4), 669-689. Retrieved on July 15, 2023, from http://bitly.ws/Mxd3 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