PAVIA NATIONAL HIGH SCHOOL
Senior High School Department
Evangelista St., Brgy. Purok 1, Pavia, Iloilo
Good Game (‘GG’) Na: Senior High School Lived
Experience of Mobile Legends
by
Lance Ignatius Tuvilla
Grade 11, ICT, Tangerine
May 2024
PAVIA NATIONAL HIGH SCHOOL
Senior High School Department
Evangelista St., Brgy. Purok 1, Pavia, Iloilo
Good Game (‘GG’) Na: Senior High School Lived
Experience of Mobile Legends
A Qualitative Research Paper
Presented to the Faculty of
Pavia National High School
Senior High School Department
Pavia, Iloilo
In Partial Fulfillment
of the Requirements for the Subject
Practical Research 1
by
Lance Ignatius Tuvilla
Grade 11, ICT, Tangerine
May 2024
PAVIA NATIONAL HIGH SCHOOL
Senior High School Department
Evangelista St., Brgy. Purok 1, Pavia, Iloilo
Approval Sheet
In Partial Fulfillment
of the Requirements for the Subject
Practical Research 1
Lance Ignatius Tuvilla
Approved:
KRISTINE MAY G. QUISAY
Teacher II/ Research Adviser
REYJEAN C. PORRAS
Master Teacher II/ Subject Group Head
JESSETTE B. VIDIOT
Asst. Principal II, SHS
LOURDES A. MONTEFRIO, DSEd
Principal IV
May 2024
PAVIA NATIONAL HIGH SCHOOL
Senior High School Department
Evangelista St., Brgy. Purok 1, Pavia, Iloilo
Acknowledgement
PAVIA NATIONAL HIGH SCHOOL
Senior High School Department
Evangelista St., Brgy. Purok 1, Pavia, Iloilo
Good Game (‘GG’) Na: Senior High School Lived
Experienced of Mobile Legends
CHAPTER I
INTRODUCTION TO THE STUDY
Chapter One is divided into five parts: Background of the Study, Statement of the
Problem, Significance of the Study, Definition of Terms, and Scope and Delimitation of
the Study.
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Background of the Study
Mobile Legends has captivated millions of players worldwide, particularly among
adolescents and young adults (Goh, 2019). The game combines strategic gameplay
with social interaction, allowing players to engage in team-based combat. For senior
high school students, Mobile Legends offers a form of entertainment, stress relief, and
socialization. However, concerns about potential negative impacts on academic
performance and social behavior have been raised (Kim, 2021). This study aims to
provide a detailed and nuanced understanding of how Mobile Legends shapes the lives
of senior high school students, offering valuable insights for educators, parents, and
policymakers.
Mobile gaming has become a ubiquitous part of modern youth culture, with
Mobile Legends (ML) standing out as one of the most popular multiplayer online battle
arena (MOBA) games (Goh, 2019). This study seeks to understand the lived
experiences of senior high school students who are avid players of Mobile Legends.
Through a phenomenological approach, this research aims to uncover the meanings
and significances these students attach to their gaming experiences.
Similarly, the main objectives of this study are to explore the personal
experiences of senior high school students with Mobile Legends; to understand the
impact of Mobile Legends on students' daily lives and academic performance; to identify
the social dynamics and interactions fostered through playing Mobile Legends; and to
PAVIA NATIONAL HIGH SCHOOL
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Evangelista St., Brgy. Purok 1, Pavia, Iloilo
analyze the emotional and psychological effects of playing Mobile Legends on senior
high school students.
Statement of the Problem
This study aims to explore and understand the lived experiences of senior high
school students who play Mobile Legends, focusing on the various dimensions of their
daily lives, including academic performance, social interactions, and emotional and
psychological well-being. Specifically, the research seeks to answer the following
questions:
1. What are the lived experiences of senior high school students who play Mobile
Legends?
2. How does playing Mobile Legends affect their academic performance and daily
routines?
3. What social interactions and relationships are developed through playing Mobile
Legends?
4. What are the emotional and psychological impacts of playing Mobile Legends on
these students?
PAVIA NATIONAL HIGH SCHOOL
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Significance of the Study
This research contributes to the understanding of digital gaming's role in the lives
of adolescents. By focusing on senior high school students, the study highlights how
Mobile Legends influences their social, emotional, and academic spheres. The findings
can inform educators, parents, and policymakers about the potential benefits and
drawbacks of gaming, leading to more informed decisions regarding digital game use
among youth.
Definition of Terms
Lived Experience: The personal knowledge and experiences of individuals as they
engage with and perceive their world.
Mobile Legends (ML): A popular multiplayer online battle arena (MOBA) game played
on mobile devices.
Phenomenology: A qualitative research approach that focuses on exploring and
describing the lived experiences of individuals.
Senior High School Students: Students who are in the last two years of their secondary
education, typically in grades 11 and 12.
Scope and Delimitation of the Study
This study focuses on the lived experiences of grade 10 senior high school
students who actively play Mobile Legends. The scope is limited to understanding their
personal, academic, and social experiences related to the game. The study does not
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cover other online games or gaming platforms, nor does it include students from other
grade levels or educational institutions.
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CHAPTER II
REVIEW OF RELATED LITERATURE
Chapter Two presents pieces of literature such as:
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Mobile gaming has become an integral part of adolescent life, with studies
highlighting both positive and negative effects. According to Anderson and Dill (2000),
gaming can enhance cognitive skills and foster social connections but may also lead to
addictive behaviors and decreased academic performance. Przybylski et al. (2010)
found that moderate gaming is associated with emotional well-being, while excessive
gaming correlates with social isolation and academic challenges. This study builds on
existing literature by specifically examining the phenomenon of Mobile Legends among
senior high school students.
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CHAPTER III
RESEARCH DESIGN AND METHODOLOGY
Chapter Three includes five parts:
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Research Design
This study employs a phenomenological research design to explore the lived
experiences of senior high school students who play Mobile Legends. Phenomenology
is well-suited for understanding the meanings and essences of participants' experiences
through in-depth interviews and thematic analysis. Specifically, this study will utilize
hermeneutic phenomenology that draws from the philosophical traditions of Edmund
Husserl's phenomenology and Martin Heidegger's hermeneutics. Husserl emphasized
the importance of returning "to the things themselves" to understand human
experiences as they are lived. In contrast, Heidegger expanded this notion by
suggesting that understanding is always interpretative and situated within a historical
and cultural context (Heidegger, 1962).
Van Manen (1990) integrated these ideas, proposing that to understand human
experiences, researchers must engage deeply with the lived experiences of individuals
while interpreting these experiences within their broader existential contexts.
Central to hermeneutic phenomenology is the focus on lived experience. Van
Manen (1990) argues that to comprehend the essence of a phenomenon, researchers
must explore how it is experienced by individuals in their everyday lives.
Building on Husserl's concept of intentionality, which posits that consciousness is
always about something, Van Manen emphasizes that experiences are directed towards
objects, events, or states of affairs (Husserl, 1931).
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Hermeneutic phenomenology asserts that all understanding is interpretative. Van
Manen (1990) explains that researchers bring their preconceptions and biases into the
research process, which shape their interpretations. This reflective process is known as
the "hermeneutic circle."
Experiences are situated within specific contexts. Van Manen (1997) highlights
that understanding an experience requires considering the cultural, social, and historical
contexts that influence it.
Van Manen views the research process as creating a "text" that represents the
lived experience. This text is crafted through reflective writing, aiming to capture the
essence of the phenomenon studied. Van Manen (1990, 1997) outlines several steps
for conducting hermeneutic phenomenological research:
Turning to the Nature of Lived Experience: Identifying and formulating the
research question that seeks to explore a specific lived experience.
Investigating Experience as We Live It: Collecting data through in-depth
interviews, observations, and reflective writings, focusing on rich, detailed descriptions
of experiences.
Reflecting on the Essential Themes: Analyzing the data to identify core themes
that capture the essence of the lived experience. This involves a process of thematizing
and interpreting the data.
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Describing the Phenomenon Through Writing and Rewriting: Engaging in
reflective writing to articulate the essence of the experience, ensuring that the
descriptions remain faithful to the participants' perspectives.
Maintaining a Strong and Oriented Relation: Keeping a focused and purposeful
engagement with the research question throughout the study.
Balancing the Research Context by Considering Parts and Whole: Moving
between the parts of the data and the whole text to ensure a coherent and
comprehensive understanding.
Hermeneutic phenomenology is widely used in fields such as education, nursing,
psychology, and sociology to explore complex human experiences. For instance, Van
Manen's work has been influential in educational research, where it helps to understand
teachers' and students' experiences in the classroom (Van Manen, 1991).
By employing hermeneutic phenomenology, researchers can gain profound
insights into the lived experiences of individuals, providing a deeper understanding of
human phenomena that are grounded in the realities of everyday life.
Participants
The key informants for this study are eight grade 10 students from a senior high
school who actively play Mobile Legends. These students were selected based on their
extensive experience with the game and willingness to share their insights.
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Instrument
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Data Collection Method
Data will be collected through semi-structured interviews, allowing for flexibility
and depth in responses. Each interview will be recorded, transcribed, and analyzed to
identify common themes and unique experiences. The interview questions will focus on
the informants' daily gaming routines, the impact of Mobile Legends on their academics,
social interactions within the game, and emotional responses to gameplay.
Data Analysis Method
This study will employ data analysis method by Max Van Manen’s (1990)
hermeneutic phenomenology is a robust approach to analyzing qualitative data,
focusing on interpreting and understanding the lived experiences of participants. For
this study, "Good Game (GG) Na: Senior High School Lived Experience of Mobile
Legends," the following step-by-step data analysis method will be used:
Immersion in the Data
Step 1.1: Transcription: Transcribe all interviews verbatim, ensuring every word, pause,
and emotional nuance is captured.
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Step 1.2: Initial Reading: Read through the entire set of transcripts multiple times to
become deeply familiar with the content.
Holistic Reading Approach
Step 2.1: Overview Reading: Read each transcript in its entirety to grasp the overall
sense of the participants' experiences.
Step 2.2: Reflective Journal: Keep a reflective journal to note initial thoughts,
impressions, and emerging themes during the holistic reading.
Selective Reading Approach
Step 3.1: Highlighting Key Statements: Identify and highlight phrases or sentences that
are particularly revealing or essential to understanding the lived experience of playing
Mobile Legends.
Step 3.2: Extracting Themes: Extract these significant statements and group them into
initial themes that capture the essence of the experience.
Detailed Line-by-Line Reading
Step 4.1: Line-by-Line Analysis: Perform a detailed analysis of each line in the
transcripts to uncover deeper meanings and insights.
Step 4.2: Coding: Assign codes to specific phrases, sentences, or paragraphs that
illustrate the participants' experiences with Mobile Legends.
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Thematic Analysis
Step 5.1: Clustering Themes: Cluster similar codes together to form broader themes.
Step 5.2: Refining Themes: Refine these themes by comparing them against the
transcripts, ensuring they accurately represent the participants' experiences.
Writing and Rewriting
Step 6.1: Descriptive Writing: Write detailed descriptions of each theme, grounding
these descriptions in participants' direct quotes to maintain authenticity.
Step 6.2: Reflective Writing: Engage in reflective writing to interpret the meanings of the
themes, considering the context and nuances of the students' lived experiences.
Integration of Themes
Step 7.1: Thematic Synthesis: Integrate the refined themes into a coherent narrative
that encapsulates the lived experiences of playing Mobile Legends among senior high
school students.
Step 7.2: Essence Description: Write a final description of the essence of the
experience, capturing the core meanings and significances as revealed through the
analysis.
Validation of Findings
Step 8.1: Member Checking: Share the findings with a subset of participants to validate
the accuracy and resonance of the themes.
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Step 8.2: Peer Review: Have peers or experts in phenomenological research review the
findings to ensure credibility and rigor.
Application to the Study
By following Van Manen's hermeneutic phenomenology approach, this study will
provide a rich, detailed understanding of the senior high school students' lived
experiences of playing Mobile Legends. This method allows for a deep exploration of
the personal, social, and emotional dimensions of their gaming experiences, ensuring
that the findings are grounded in the participants' own words and perspectives.
Hermeneutic phenomenology is a qualitative research approach that combines
principles of hermeneutics, the theory and methodology of interpretation, with
phenomenology, the philosophical study of the structures of experience and
consciousness. This approach is particularly associated with the work of Max Van
Manen, who has significantly contributed to its development and application in the social
sciences and humanities.
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References
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings,
and behavior in the laboratory and in life. Journal of Personality and Social
Psychology, 78(4), 772-790.
Goh, J. (2019). Mobile Legends: Bang Bang and the rise of mobile eSports in
Southeast
Asia. Journal of eSports Research, 2(1), 45-58.
Kim, Y. (2021). The impact of mobile gaming on youth culture: A study of
Mobile
Legends in urban areas. Youth and Society, 53(2), 279-300.
Przybylski, A. K., Weinstein, N., Murayama, K., Lynch, M. F., & Ryan, R. M. (2010). The
ideal self at play: The appeal of video games that let you be all you can be.
Psychological Science, 21(4), 528-534.
Heidegger, M. (1962). Being and Time (J. Macquarrie & E. Robinson, Trans.). Harper &
Row.
Husserl, E. (1931). Ideas: General Introduction to Pure Phenomenology (W.R. Boyce
Gibson, Trans.). George Allen & Unwin.
Van Manen, M. (1990). Researching Lived Experience: Human Science for an Action
Sensitive Pedagogy. State University of New York Press.
Van Manen, M. (1991). The Tact of Teaching: The Meaning of Pedagogical
Thoughtfulness. SUNY Press.
Van Manen, M. (1997). From Meaning to Method. Qualitative Health Research, 7(3),
345-369.
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Appendices
Appendix A
Semi-Structured Interview Protocol
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Appendix B
Informed Consent Form