Sei sulla pagina 1di 11

STA.

ELENA HIGH SCHOOL

A Qualitative Study on the Effects of Mobile Gaming on the Socialization skills of


Grade 11 Senior High School Students

A RESEARCH PAPER PRESENTED

TO THE FACULTY OF STA. ELENA HIGH SCHOOL

IN PARTIAL FULFILLMENT OF THE REQUIREMENTS IN THE SUBJECT


PRACTICAL RESEARCH

PRESENTED BY:

GROUP #1

ARAGON, KHAIL M.

ASUNCION, CHARLES JORDAN

ATENDIDO, ANGELO

1
STA. ELENA HIGH SCHOOL

CHAPTER 1

THE PROBLEM AND ITS BACKGROUND

INTRODUCTION

One of the important aspects of human growth is the socialization process. Social
development ensures a safe and healthy relationship with individuals. Along with
the growth in other academic skills, considering the social aspects of life and
gaining necessary requirements for a healthy relationship with others is one of the
challenges facing growing children and adolescents (Hossein, CM. 2002).
Socialization is a process in which the individual's norms, skills, motivations,
attitudes and behaviors are formed so that the individual recognizes his/her current
or future role in the desired society. In this process, acquisition and deployment of
social skills and ways of communicating and interacting with others are the main
components of social developments particularly among children and adolescents
(Kartlj, J & Millburn JF.ND).

Since an important part of social skills is acquired through playing mobile games
in childhood, nowadays, despite improving technology, we can observe the advent
of modern phenomenon in the children's new game world which is a milestone in
the structure and content of the children's games. Children and adolescents in the
current world are extremely affected by the mobile games. And considering the
importance of mobile gaming in the social life of this age range, mobile games
have inevitably allocated the major part of socialization of children and adolescents

2
STA. ELENA HIGH SCHOOL

to itself (Shaverdi, T. 2012). The attractiveness of mobile games for children and
adolescents have caused them to be more acceptable among other playing
instruments. For example, in a study performed by Griffiths et al (2016),
adolescents were asked to explain the advantage and disadvantage of mobile
games. In that study, individuals described their eagerness to computer games as
having fun, excitement and challenges. A few percentages of the players
mentioned the benefits of computer games as improving mental-dynamic skills.
One third of the subjects believed that the disadvantage of these games was due
to game addiction (Griffiths, HN. 2016).

As mobile devices become more and more popular, value-added mobile services
develop rapidly. Text and multi-media messaging, music, video, games, GPS
navigation, RFID, mobile TV, and many innovative applications are available on
mobile devices. An application that has gained much attention in entertainment is
mobile games that allow the user to play games on their mobile devices. A recent
survey by Informa Telecoms & Media (2007) shows that the global revenue of
mobile games in 2006 was more than $2.5 billion, and that will exceed $7.5 billion
in 2011, tripled in five years. Many experts forecast that cell phones will play a
pivotal role in meeting personal demands in a variety of environments in the near
future. As a major characteristic of mobile games its availability in different places,
situation is considered a critical factor in affecting consumer’s intention to play.
Previous literature has indicated that consumer decisions are frequently affected
by situational factors, such as particular occasions, time restrictions, or task
characteristics. A major advantage of mobile technology is its ability to provide
users with instant, new and useful information at appropriate time and in a variety

3
STA. ELENA HIGH SCHOOL

of places. If mobile technology is not able to satisfy user needs instantly, m-


commerce will lose its important economic value.

According to Fromme, J (2010) Mobile gaming represent the first digital media
technology which is applied for socialization of a generation in a large scale and
often most of the teenagers in other countries are using these games. But on the
other hand, excessiveness in playing these games has caused some concerns
about the possible side-effects they have on the players. Major concerns about
these mobile games are due to two main factors; first, the amount of time children
spend and second, the nature of these games, particularly, when children spend
their time playing to compensate for ignoring other educational-social activities and
leisure time. They are potentially harmful, because mobile gaming may be
replaced by other activities such as homework, free reading or exercising. It has
been observed that teenagers are addicted to mobile gaming and tend to play
more and avoid social relationships. As Wan and Chiou (2016) Mentioned in their
study, these needs are mentioned as need for fun, entertainment and recreation,
overcoming psychological mechanisms, running away from reality, mutual social
interactions, need for arousal and competition and need for feeling powerful
expressions, like those who seek mobile gaming in order to satisfy their social
interaction because they would experience anxiety and distress facing the real
world’s social situations. The players may practically prefer all the social
interactions and relations occurring in the virtual environment to the real world, and
they provide the need for stabilizing the social situation and sense of belonging
through interaction with other playmates in the game (Charlton, JP. 2012).

4
STA. ELENA HIGH SCHOOL

On the whole, currently, by progressing mass media and electronic entertainment


we are facing one of its aspects which is mobile gaming, besides, the premier and
main users are children and teens. Nowadays mobile gaming is the primary way
of socializing with other people because teenagers are now more sensitive and
afraid to socialize in person because they don’t have enough confidence talking to
someone in person, so they tend to use mobile gaming to have friends online and
to socialize with other person. According to Parker, L (2014) Mobile gaming affect
the socialization skills of a teenager in terms of how they talk or how they initiate a
conversation in person, also on how they act when someone is trying to socialize
with them they don’t know how to act or respond when someone is trying to
socialize with them that can result to awkwardness or embarrassment.

5
STA. ELENA HIGH SCHOOL

CONCEPTUAL FRAMEWORK

The researchers will prepare a questionnaire for Grade 11 students in Sta. Elena
High School. The questions will be about the given topic. A survey will be
conducted on some of the Grade 11 students given the HUMSS, ABM, STEM,
Sports and Arts & Design, on how mobile gaming affect the socialization skill of a
students. The researchers then will gather the data obtain from the questionnaire
to have a conclusion about the topic.

INPUT PROCESS OUTPUT


 Interview  Proposed plan or
•Questionnaires  Survey Suggestions to
•Materials for survey  Data collection enhance the

•SEHS Grade 11  Data analysis awareness of

students  Data respondents

interpretation regarding the

 Formulating plan effects of mobile


gaming on the
socialization skill
of the students.
To find out the effects of
mobile gaming on the
socialization skill of the
students.

6
STA. ELENA HIGH SCHOOL

The first box contains the input of the study, which consists of the
respondents, Grade 11 students, the questionnaires, and other materials needed
for the collection of data. The second box contains all the processes done during
the study. These include surveys among the respondents, data collection, analysis,
interpretation, and formulating proposed plan. Lastly, the third box contains the
desired output of the researchers, to find out the Effects of Mobile gaming on the
Socialization skills of Grade 11 senior high school students in Sta. Elena High
School.

STATEMENT OF THE PROBLEM

This research aimed to know the effects of mobile gaming on the socialization
skill of the Senior high school Students at Sta. Elena high school.

Specifically, to answer the following question:

1. How many percent of Grade 11 senior high school students in Sta. Elena high
school play mobile games?

2. What is the effect of the mobile gaming in the socialization skill of the senior high
school students?

3. What is the reason why the students engage themselves of mobile gaming?

4. How much time does the students spend on playing mobile gaming?

7
STA. ELENA HIGH SCHOOL

SCOPE AND LIMITATION OF THE STUDY

The study primarily focused on how Mobile gaming affect the Socialization
skill of Grade 11 Senior High School Students at Sta. Elena High School. Also to
give them knowledge on how mobile gaming can affect the way of the students
behave and act in front of someone who wants to socialize with them. The
objective of this research is for the public to be enlightened on how mobile
gaming affect the life of a students in terms of socializing with others.

SIGNIFICANCE OF THE STUDY

The researchers hope that the study will be useful of the following individuals.

TO THE PARENTS

This study may help the parents on how they can manage their child to
regulate playing mobile games and to help them on how they can properly
socialize with other without using phone or not playing mobile or online games.
Also it can help them to know if their children is not socializing well with others.

8
STA. ELENA HIGH SCHOOL

TO THE STUDENTS

The finding of this research may help them to know that socializing in person
with others will be not bad or awkward that instead they will know that socializing
is a fun skill to do always.

TO FUTURE RESEARCHERS

This research may serve as a basis or reference for the future researchers
who will conduct a study about the effects of mobile gaming on the socialization
skill of the Grade 11 senior high school students at sta. elena high school.

TO THE COMMUNITIES

Knowing the effects of mobile gaming on the socialization skill of the students,
this may influence the community do a program or a seminar that can help the
students to socialize more and also to give prior knowledge about socializing with
other around them

THE SCHOOLS

The study may help them to give an advice or to have a early forum for the
students to understand why is it important to socialize in person than in mobile
gaming.

9
STA. ELENA HIGH SCHOOL

DEFINITION OF TERMS

Anxiety - a feeling of worry, nervousness, or unease, typically about an imminent


event or something with an uncertain outcome.

Availability - the quality of being able to be used or obtained.

Distress - extreme anxiety, sorrow, or pain.

Dynamic - constant change, activity, or progress

Entertainment - the action of providing or being provided with amusement or


enjoyment.

Electronic Entertainment - A form of interactive entertainment in which the


player responds to electronically generated images that appear on a video display
screen.

Innovative - featuring new methods; advanced and original.

Mobile game - A mobile game is a game played on a feature phone,


smartphone/tablet, smart watch, PDA, portable media player or graphing
calculator.

Mobile Device - a portable computing device such as a smartphone or tablet


computer.

Multimedia - using more than one medium of expression or communication.

Mobile Technology - is a form of technology that is mostly used in cellular


communication and other related aspects. It uses a form of platform where by

10
STA. ELENA HIGH SCHOOL

many transmitters have the ability to send data at the same time on a single
channel.

Recreation - activity done for enjoyment when one is not working.

Reality - the world or the state of things as they actually exist, as opposed to an
idealistic or notional idea of them.

Real World - the existing state of things, as opposed to one that is imaginary,
simulated, or theoretical.

Skill - the ability to do something well; expertise.

Social skill - are the skills we use to communicate and interact with each other,
both verbally and non-verbally, through gestures, body language and our personal
appearance. Human beings are sociable creatures and we have developed many
ways to communicate our messages, thoughts and feelings with others.

Socialization - the activity of mixing socially with others.

Socializing - the action or practice of participating in social activities or mixing


socially with others.

Social Interaction - a social relation or social interaction is any relationship


between two or more individuals.

Virtual environment - Any networked application that permits both interaction


with the computing environment and the work of other users. Email, chat, games,
web-based document sharing applications are all examples of virtual
environments. Simply put, it is a networked common operating space.

11

Potrebbero piacerti anche