Reviewer The Negative Impact of Cod
Reviewer The Negative Impact of Cod
Reviewer The Negative Impact of Cod
In Partial Fulfillment
of the subject
Practical Research 2
_______________________
Presented to
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By
Labesig, Czarinnah
The advent of digital technology and video games has brought about new challenges in
the field of education. One of those video games is the Call of Duty: Mobile game. The new
mobile shooter called "Call of Duty: Mobile (COD) is based on the Call of Duty series. Players
battle it out on some of the most cherished Call of Duty maps by selecting from several classic
entertainment for students. Since its inception, the "Call of Duty" franchise has evolved
significantly, offering increasingly immersive and realistic gaming experiences. The series has
maintained its appeal to diverse audience, including students pursuing Humanities and Social
Sciences.
Humanities and Social Sciences coursework typically involves critical thinking, research,
and discussions. These fields require students to engage deeply with complex concepts, texts,
and theories. Any factors that disrupt students' academic focus and discipline can significantly
Since there is little research regarding the adverse impacts of call of duty to senior
high students, the researchers have decided to conduct the study regarding the negative
impacts of Call of Duty: Mobile to the academic behavior of Humanities and Social
Sciences students and its possible solutions. So, this research seeks to shed light on the
ongoing issue of how "Call of Duty: Mobile" negatively influences the academic behavior of
Humanities and Social Sciences students during the academic year 2023-2024. It is important
for teachers, schools, and students to understand how video games and other digital
entertainment can affect school work. Knowing this helps everyone find a good balance
This research aims to determine the negative impacts of the game Call of Duty:
Mobile to the academic behavior of Humanities and Social Sciences students and its
1.) How much time do HUMSS students spend (in hours) in playing COD: Mobile
in school?
2.) How much deterioration of academic behavior do those effects affects the
HUMSS students?
3.) What solutions can be done to reduce the negative impact of playing COD:M to
Theoretical Framework
This study is anchored on the dopamine theory of addiction. Adair, (2023) stated that
the brain of a gaming addict will get used to this extra cheap dopamine that it gets from video
games. If the player does not play video games, there will no longer be a production of dopamine
on its own. When we are addicted to video games, our dopamine production levels drop
naturally. That is because video games provide enough dopamine to keep us satisfied, while
other activities that would normally offer dopamine become irrelevant. This will result for
the students who engage with this kind of activity to lose motivation in their studies as it
become irrelevant. This can lead to all sorts of mental health problems including depression,
anxiety, insomnia, bad temper, and low energy and motivation. These effects will affect the
student’s academic behavior. The addiction will cause the students to lose their focus with their
According to the study conducted by the Zheijang Normal University in China, video games
decrease gray matter in our brain that increases problems with decision-making, impulse
This research study aims to determine the negative impacts of Call of Duty Game to
the Humanities and Social Sciences students’ academic behavior and its possible solutions.
The study is limited only to the students of the Humanities and Social Sciences of San
Miguel National High School Academic Year 2023-2024 who plays Call of Duty (COD)
This study aims to determine the negative impact of Call of Duty to the Humanities
and Social Sciences Students’ academic behavior and the possible solutions. This study will
School Administrators. The result of this study can provide information that will help them
guide the Humanities and Social Sciences students to know the negative impact of Call of Duty
of Duty to the Humanities and Social Sciences students’ academic behavior. This study can serve
as their source of information on how they can help their students who are affected by the mobile
Parents. The results and the information present in this study can help the parents guide their
children. This study can help them find the negative impact of Call of Duty to the Humanities
Students. This study is mainly for the students who are academically affected by the mobile
game Call of Duty; therefore, this study can be a big help to the students.
Researchers. The data present in this study can help the future researchers who will conduct
similar studies to have a wider knowledge about this specific topic. This study can provide
insights and ways on how they can do further research about this topic. This study will serve as
their guide or a source of information for the study that they are going to conduct.
Hypothesis
The alternative hypothesis for the negative impact of Call of Duty on humanities and
playing Call of Duty and the academic performance of humanities and social sciences
Video games - an electronic game in which players control images on a video screen
Gray Matter - has a large number of neurons present , enables individuals to control
Call of Duty is a first-person shooter video game that is known for its fast-paced action
and violence. Some studies have found that Call of Duty may have specific negative effects on
academic performance. A study by Przybylski et al., (2009), found that students who played
Call of Duty for more than two hours per day had lower grades in Math and English than
According to Husna et al. (2021), those who play online games are around the age of 11-
12 years old with an average playing time of 3-5 hours per day. Based on the study’s findings, it
is concluded that the academic performance is negatively associated with online gaming. It is a
fact that playing online games for a long period of time reduces one’s ability to focus on their
academic tasks.
The presence of mobile gaming can also have harmful effects on students' mental and
physical health (Ferguson et al., 2017). The immersive nature of mobile games can lead to
detachment from real-world relationships and hinder the development of social skills and
Several studies have found a negative correlation between time spent playing video
games and academic performance. Based on Anderson et al. (2008), students who spent more
than 10 hours per week playing video games had lower GPAs than students who played less than
10 hours per week. A study by Owens et al. (2009) found that students who played video games
for more than two hours per day were more likely to report sleep problems and had lower grades
than students who played less than two hours per day. In addition, a study by Green and
Bavelier (2003), found that students who played action video games for 10 hours per week were
worse at tasks that required sustained attention. Furthermore, students who were addicted to
video games had lower GPAs and were more likely to drop out of school than students who were
In addition, Anderson and Bushman (2010) found that excessive video game play was
associated with lower grades, poorer cognitive performance, and increased aggression. Also,
Anderson and Dill (2007) studied video games and aggression and suggested that not only does
gaming have an impact on performance directly, but it also triggers a higher level of aggression,
which is often linked to problems in school and decreased academic performance. Adding up,
some types of video games, such as action games, were more likely to be associated with
Call of duty addiction can affect the teens physically and socially. Too much radiation
coming from mobile phones can damage some of poor body parts like eyes, brain, and even
bones. Just by relying on technology to remove boredom and stress, social interaction can be
forgotten. It is easy to socialize on the internet than in person, that is why some of the teens
today has more time on playing call of duty than hanging out with their friends in person.
(Edubirdie, 2022)
According to Wang et al., (2019), mobile games are associated with social anxiety,
depression and loneliness. The result of their study revealed that male adolescents tend to report
Furthermore, individuals whose basic needs are naturally satisfied are much less
dependent on their environment and more autonomous. Basic psychological needs are significant
predictors of online gaming addiction. Interventions to satisfy the basic psychological needs of
adolescents may help prevent online gaming addiction. (Kayes et al., 2023).
A study by Al-Zahrani et al., (2018) found that video game addiction was significantly
associated with lower academic performance. In addition, Baldicantos et al., (2022) conclude
that playing online games can ruin a student's focus on their studies, resulting in a negative
impact on their academic performance. In addition, they suggest that teachers and parents must
guide their students in regulating and limiting their time spent playing. This is for students to
have discipline and have the time to prioritize their studies over everything else.
CHAPTER III
METHODOLOGY
This section discusses how the study will be conducted. It organizes the procedures
and methods that were applied in gathering and analyzing data. It consists of the description
of research design, research participants, research instruments, research locale, the ethical
Research Design
(Creswell, 2014). Since descriptive research helps investigate and map out the potential
downsides of online games in various situations and populations, paving the way for
A descriptive research design was suited for this study because the purpose if this
study is to determine the negative factors of Call of Duty that affects HUMSS students’
academic behavior, and the possible solutions. The descriptive research design incorporates
Research Respondents
The respondents of this study were thirty (30) selected Humanities and Social Sciences
(HUMSS) students. They were chosen based on the criteria or standard made by the researchers.
The respondents are the students who plays the game, Call of Duty. In addition, the
researchers considered the respondent’s willingness to share their opinion or thoughts regarding
the topic. The researchers chose three (3) respondents in every section. The respondents are
fifteen (15) grade 11 HUMSS students and fifteen (15) grade 12 HUMMS students in the
Research Instruments
To gather data for our research, we turned to the versatile tool face-to-face survey. This
Humanities and Social Sciences students efficiently. The researchers planned to conduct the
survey face-to-face to avoid errors and for the solidarity of information. Through thoughtfully
crafted questions, we search through the HUMSS students, gaining valuable insights into their
attitudes, experiences, and opinions. The survey proved particularly beneficial in overcoming
Research Locale
The study will be conducted at San Miguel National High School, a DepEd managed
partially urban secondary public school and one from the two secondary school in San Miguel.
This school only offers academic tracks and compromises on senior high school education. The
Humanities and Social Sciences (HUMSS) and Science, Technology, Engineering, and
Mathematics (STEM) Strands fall under the Academic track. It is located at Barangay Cayare,
Ethical Standards
The researchers will adhere to the proper ethical practices to prevent any unethical
conduct. They will not, in any form, falsify, fabricate, and misrepresent any data and the
result of the study. Respondents will be fully informed about the study, including its purpose,
procedures, and any potential risks involved. Prior to participating in any survey or study
activity, respondents will be asked for their explicit and voluntary consent by signing a consent
form. Furthermore, to keep the respondents from harm, the researchers will maintain the
confidentiality and anonymity of the respondent’s identities by not disclosing anything about
their identities like their name, and such. In addition, all information will be handled with care
First and foremost, the researchers will ask permission to the head of the
school/principal if they could conduct this study at San Miguel National Highschool.
Furthermore, they will inquire with the advisers of the HUMSS strand on who among their
students are playing call of duty. Following that, the researchers will speak with the identified
students to inquire about their willingness to participate in the study. This will happen during
face-to-face classes, and students who have decided to respond in the survey will be asked to
sign a consent form. Once they have signed the consent form, the researchers will begin the
survey based on the respondent’s availability. The confidentiality and anonymity of the
identities and data gathered will be discussed with the respondents. Data will then be
computed to determine the Negative Impact of Call of Duty to the Humanities and Social
Statistical Tool
This study uses the descriptive statistics as its statistical tool. The descriptive statistic
will summarize the sample data in terms of the central tendency of the data. The researcher
will use a Likert Scale to be able sum up the data and divide it by the number of data present.
The researcher will be pilot testing. A pilot test is a small-scale study that is conducted before a
∑x
Mean =
n
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