Greg Research123 3
Greg Research123 3
Greg Research123 3
Group 5
CHAPTER 1
INTRODUCTION
In todays age mobile devices are everywhere significantly
affecting parts of society such, as education and entertainment.
Among teenagers playing games on phones has become a way
to pass the time catching the interest of middle school students
worldwide. Abuyog Academy, like schools faces the challenge of
dealing with how mobile games impact its students.
Junior High School students in this age group usually have less
self-control capability, and they are undoubtedly the biggest
advocates of mobile game. When they play certain games for
long periods of time their behavior and psychological state will
be changed in a subtle way. The main issue is that mobile
games may contain unhealthy contents such as pornography,
violence, ignorance, superstition, etc. which implicitly affect the
formation of the correct value system and the healthy
development of their body and mind for these Junior high school
students (Destyanto et al., 2017). In addition, some young
people indulge in mobile games due to lack of self-control, which
not only result in harmful influence on their studies but also
induces a series of negative social activities and social
relationship (Kurt et al.,
And according to (Elsherbiny and Al Maamari, 2021).Mobile games do
not only imply a behavior, but also contain a value, which might be
sometimes anti-social in nature. Violent mobile games on the Internet
may portray the grandeur, hooliganism, and banditry of triad bosses and
gangsters, contributing to the psychology of adolescent violence. In
particular, the propaganda of “materialism” in violent online games can
easily lead young people to abandon their original morals and values, so
that the “money first” mentality gradually seeps into their minds and
leads to a distorted way of thinking and personality.
OBJECTIVES:
To examine the patterns of mobile game usage
among junior high school students