0% found this document useful (0 votes)
4K views

Chapter 1-5 From Group 6

This document presents the background and introduction to a study on the impact of Piso Wifi Vending Machines on playing and winning the mobile game Mobile Legends among players in San Antonio, Quezon, Philippines. Specifically, it aims to determine the relationship between using Piso Wifi Vending Machines and playing/winning Mobile Legends. The document outlines the statement of the problem, hypotheses, significance of the study, conceptual framework, scope and limitations. It provides context on Piso Wifi Vending Machines and Mobile Legends and identifies gaps in internet access that these vending machines aim to address.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
4K views

Chapter 1-5 From Group 6

This document presents the background and introduction to a study on the impact of Piso Wifi Vending Machines on playing and winning the mobile game Mobile Legends among players in San Antonio, Quezon, Philippines. Specifically, it aims to determine the relationship between using Piso Wifi Vending Machines and playing/winning Mobile Legends. The document outlines the statement of the problem, hypotheses, significance of the study, conceptual framework, scope and limitations. It provides context on Piso Wifi Vending Machines and Mobile Legends and identifies gaps in internet access that these vending machines aim to address.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
You are on page 1/ 48

“PISO WIFI VENDING MACHINE: IT’S IMPACT IN PLAYING AND WINNING MOBILE LEGENDS

GAME OF SELECTED PLAYERS OF SAN ANTONIO, QUEZON”

A Research Presented

In Partial Fulfillment of the Requirements

to finish the subject

Inquiries,Investigation and Immersion


of the

Information and Communications Technology Strand

By:
Aslie Suelo
Dan Gabriel Lacerna
Marc Louie Mendoza
Christian Canave

A.Y 2022-2023
CHAPTER I

BACKGROUND OF THE STUDY

I.Introduction

Internet accessibility helps all the people to accomplish a task more particularly to the
gamers. Through the use of it, they can play those games that they loved and it can be a way to
achieve their dreams as a player.Piso Wifi Vending Machine is a simple way to connect a
smartphone to the internet. And also ,PISO is the term COINS here in the philippine while piso is
currency. ENB PISO WIFI stands for COIN operated WIFI vending machine. Mobile Legends
is a multiplayer online battle arena (MOBA) for iOS and Android devices developed and
published by Shanghai Moonton Technology, a game development company based in Kuala
Lumpur, Malaysia(Rappler, 2019 ,et al).Consequently, The researcher’ conducted a study
entitled Piso Wifi Vending Machine:Its Impact In Playing And Winning Mobile Legends Game Of
Selected Players Of San Antonio,Quezon.

According to Dr. Justine Revelo (2010),Teenagers who are playing these game said that
they are playing these games just for fun,to keep away from the heat of the sun,without
knowing that there are a lot of effects of playing these games that are more than what they
think.

The problem condition locally is that there are very few piso wifi vending machines
throughout the twenty barangays of San Antonio Quezon.Because it is only used by a small
number of people. It's possible that not all of the Mobile Legends game players in San Antonio
Quezon have a solid connection; some of them may be connected to a neighbor's wifi, using
only a data connection, or they simply aren't playing this game. As a result, having a peso wifi
vending machine in every barangay in San Antonio is critical.Because this is applicable not just
to mobile legends game players, but also to people who take online classes and do not have a
reliable internet connection in their respective locations.The researchers found out that here in
the Philippines not everyone can afford to buy their own wifi connection. There are young
people who prefer to use a piso wifi vending machine to play Mobile Legends. The problem is
what if the vending machine is broken or no longer working. What if they were in the middle of
a game and suddenly the machine stopped working.It is possible that their play will be affected
instead of them winning the game or they may even lose because of the problem that occurred.

The lack of a solid internet connection is one among the issues that mobile legends
game players in San Antonio confront. As a result, having a piso wifi vending machine is critical
so that people can play mobile legends.

The main focus of this study is for San Antonio’s mobile legends game players to learn
more about the impact of the Piso Wifi Vending Machine on playing and winning the game. The
researcher also seek if employing piso wifi vending machine to play mobile legends will win
them over in this game. Alternatively,you might use your home’s wifi or a data connection.

II.Statement Of The Problem

The study aimed to determine the piso wifi vending machine and its impact in playing
and Winning Mobile Legends Game of selected players of San Antonio, Quezon.

Specifically ,the researchers sought answers to the following questions:

1.What are the profile of Mobile Legends Game Players be described in terms of:

1.1 age

1.2 type of phone

1.3 numbers of hours they playing ml

1.4 and numbers of hours they using piso wifi

2. What are the effect of using piso wifi vending machine in playing and winning in mobile
legends game be described in terms of:

2.1 time

2.2 teamwork

2.3 mental health


2.4 finances

3.Does using piso wifi vending machine have significant effect on playing and winning in mobile
legends game?

4.What is the level of significance of using Piso Wifi Vending Machine?

5. Is it significant to have Piso Wifi Vending Machines in San Antonio, Quezon to gain more
players of Mobile Legends?

III. Hypothesis Of The Study

Hypothesis A:
Ha: There is a significant relationship between the demographic profiles of the respondent on
piso wifi vending machine

Ho: There is no significance between the demographic profiles of the respondent on piso wifi
vending machine

Hypothesis B:
Ha: There is a significant relationship between the demographic profiles of the respondent on
playing and winning in Mobile Legends Game

WHo: There is no significant relationship between the demographic profiles of the respondent
on playing and winning in Mobile Legends Game

Hypothesis C:
Ha: There is a significant relationship between the piso wifi vending machine to selected
players in San Antonio Quezon in playing and winning in Mobile Legends Game
Ho: There is no significant relationship between the piso wifi vending machine to selected
players in San Antonio Quezon in playing and winning in Mobile Legends Game

Decision rule: If the p-value is less than a, reject the null hypothesis.
Where; a= 0.05

IV.Significance Of The Study

Playing online games has been one of the daily activities done by many people from
youngsters to adults.

The impact of having these vending machines is to able to give the players the internet
connection they desire. It is also a very convenient way of having internet especially to players
who cannot afford internet connection through Wi-Fi which is essential in this time of
pandemic.

This study proposes the significance of having Piso Wi-Fi vending machines in San Antonio,
Quezon for the gain of many people especially the players of mobile legends.

The findings of this study allows the following:

To the Mobile Legends Game Player

This study will help mobile legends players to know if the use of piso wifi vending
machine has an impact on gaming and their winning this game. And they will also know the bad
effects of over -playing mobile legends and wasting time on piso net.

To the machine owner

This study will benefit the machine owner because of the piso wifi vending machine
business, the life of the machine owner can prosper. Because not all players or those who still
use it have their own wifi connection at home. So this business is good and the machine owner
will prosper.

To the researchers

This study will help the researchers to know if having a piso wifi vending machine has a
good or bad impact to play and win in Mobile Legends Game.

To the future researchers

This study will benefit the future researchers that they can use this study to be guided
on making research about impact of piso wifi vending in playing mobile legends.And also will
help them to know the good and bad effect of using piso wif vending machine.

To the Mobile Legends Developer

This study also benefits the Mobile Legends developer in a way that ,as the students
play the online games,the highest the ratings they will gain.

To the Piso Wifi Developer

This study also benefits the developer of Piso Wifi Developer in the way, as students
take online classes or play online games, the highest rating they get and as more and more
entrepreneurs will want to manage peso wifi vending machine as business.

To the teachers

This research will be extremely beneficial to teachers if they share their findings.
Students who want to research the impact of piso wifi on online gaming should be aware of
this.Teachers can learn about the value of piso wifi not only in playing mobile legends ,but also
in analyzing students using the piso wifi vending machine now that online classes are taking
place.
To the parents

This study will also help parents to know where to use the coins that their children take
from them. Parents will know this research that their child’s coins only go to piso wifi.

To the children
This study will benefit the children because they will know the biggest impact of piso wifi in
playing a mobile legends.
To the students
This study will help the students to identify if having a piso wifi has a great impact in
online class or in playing a online games in phones.

V.Conceptual framework
Figure 1. Conceptual Framework

VI .Scope and delimitation


The study seeks to know the impact of piso wifi vending machine on playing and winning
Mobile Legends game among players of Brgy.,Buliran, Sampaguita,Loob ,Poblacion,and Bulihan.
Also this study yearn to analyze on how piso wifi is more convenient to use than other internet
resources for the school year 2022-2023.

Moreover, there are twenty barangays in san Antonio but the researchers decide to
choose only six barangays. The amount of respondent of this research is 160 and there is one
vendo each barangay in San Antonio. The main source of data will be the online survey
questionnaire ,which is prepared by the researchers. The research design is quantitative
research and the type is descriptive research.

VII. DEFINITION OF TERMS


Accessibility. The quality of being able to be reached or entered
Computer. The computer is an electronic device that manipulates information or data. It has
the ability to store, retrieve, and process data.
Curfew. A curfew is a specific time at which, according to the time of day, you should be inside.
It can also refer to the diagnosis itself, or to the time when you should stay home.
Developer. A person or thing that develops something.
Installation. The installation refers to the particular configuration of software or hardware with
a view to making it usable with the computer.
Internet Connection. A connection provided by an Internet Service Provider that enables
individual computers or other hardware components, either individually or registered within a
Local Area Network, to exchange data over the public Internet.
Mobile Legends. The Mobile Legends is a multiplayer online battle arena (MOBA) for iOS and
Android devices developed and published by Shanghai Moonton Technology, a game
development company based in Kuala Lumpur, Malaysia.
Piso Wifi. The Piso Wifi is a product that provides an internet connection at an affordable price.
The easy to set-up and easy-to-use machine will provide wifi connection to up to 100 users,
with a range of 100 meters, and can still be extended with the purchase of the wifi extender
add-on.
Players. A person who plays a game or pastime; (now) specifically a person who plays a
computer game or mobile games.
Playing. It’s engaging in activity for enjoyment and recreation rather than a serious or practical
purpose.
Portable Device. A portable device is any device that can easily be carried. It is a small form
factor of a computing device that is designed to be held and used in the hands.
Smart Phone. A smartphone is a handheld electronic device that provides a connection to a
cellular network and the internet.
Teacher. A person who teaches, especially in a school.
Vending Machine. A machine that dispenses small articles such as food, drinks, or cigarettes
when a coin, bill, or token is inserted.
Wifi. Is a facility allowing computers, smartphones, or other devices to connect to the internet
or communicate with one another wirelessly within a particular area
Winning. Is gaining, resulting in, or relating to victory in a contest or competition.
CHAPTER ll

REVIEW OF RELATED LITERATURE

This chapter presents articles and statements which are connected to the study. The
related literature and studies consist of details and particulars regarding the problem. It is also
composed of discussions of facts and principles to which the study is related.

Related Literature

Mobile Legends: Bang Bang , commonly referred to as ML or MLBB, is a mobile


multiplayer online battle arena game developed and published by Moonton, a subsidiary of
Byte Dance. According to Koueider, A. (2013), this can be downloaded in Google Play Store and
is popular in apple app store and it is also a hot seat as an android entertainment. This game is
described as a free mobile MMO strategy video game developed and published by Moonton. In
this game, players must plan how to destroy the enemy’s tower and defeat the enemy. Because
it features battles with other online players, this is also a strategic game. It signifies that this
app is available for free download on your mobile phone and that it is a popular source of
amusement on android. Mobile Legend is the world’s largest online game, although it is under-
represented in video game studies, according to Rimington, Elzabi, et al. (2016). Its community
is large and multi-sited, but it is known for its competitive and toxic behavior. It is stated that
this app is one of the most popular games in which players compete against each other to gain
a higher rank in order to win the battle.

Furthermore, Koueider stated mobile online games are a kind of game played on
mobile phones, smartphones, tablet, and computer. Nowadays, with the emergence of android
phones, many game applications are developed for it and some existing applications are
migrated into it. Mobile Legends is one of the most popular mobile games in the Philippines as
well as in the rest of Southeast Asia. This is because the game is free to play for mobile users,
thus making it more accessible compared to other esports titles. Most gamers in the
Philippines and in SouthEast Asia play on the internet or in LAN cafes because it is more
affordable than buying and maintaining their own computers. With Mobile Legends being
playable anywhere with just their phones, it is no wonder that the game has been so popular in
the region (eSports, 2018). Playing mobile games is beneficial. It helps the player to think
through the pressure. It helps the player to come up with decisions in tight situations, especially
those adventure games that keep the players alert, active, and strategic. Playing these types of
games makes the player experience different feelings because it is as if the player is really the
one taking the challenges. Despite those benefits, playing these games also brings negative
effects. It requires much of the player’s time, leaving school activities and home words
unattended (Robinson, 2016). So the researchers came up with this study to show that there is
also an effect of mobile games (mobile legends) on the academic performance of students.

On the other side, M. Alburo, L. Tindugan, et. al (2020) stated that the internet is
extremely important because it is a limitless space where people have access to an infinite
amount of information. The Internet is where a large amount of knowledge comes from. Wi-Fi
connection using a vending machine can be the cheapest Internet connection because a
vending machine is coin-operated. “Coin-operated” means that one only needs to insert a coin
on the machine to access the Internet through a Wi-Fi connection. The idea of Piso-net largely
influenced the creators of the J2KLC Wi-Fi Vendo machine to establish this kind of business.
Thus, it provides convenient internet connection especially to the players of online games.

Moreover, according to Daniel Morial, "Vending machines can dispense chips,


chocolates, sodas, water, coffee, and many more. We even had charging kiosks at malls and
convenience stores plus Piso-internet machines for cheap PC rental. This time around, why
don’t we aim higher. I’m talking about this Wi-Fi vending machine we saw online. This Wi-Fi-
enabled machine can give you an instant Wi-Fi hotspot for as low as Php 1. It uses an IEE802.11
b/g/n compatible router at a 2.4Ghz band. The process is simple. You insert a coin to the
machine and it will issue a receipt containing your username and password for the login portal.
Wi-Fi rates are 1 peso for 5 minutes, 5 pesos for 25 minutes, and 10 pesos for 50 minutes".

PisoNet, according to (Lim), were able to offer data service in “sachet” with the advent of
Piso net. This allows their customers to pay only for the internet services that they need. Piso
Net became popular because it offers benefits like early maintenance, no need for additional
manpower can utilize space, and the customer can access sites and other apps cheaply. The
Piso Wifi Vending Machine is a product that provides an internet connection for an affordable
price. The easy set-up and easy-to-use machine can provide wifi connection to up to 100 users,
with a range of 100 meters, and can still be extended upon purchasing the wifi extender add-
on.

With the Piso Wifi Vending Machine’s ability to operate without a staff, and ease of
management, owners of the machine usually can have an easier return on investment. No
inquiry, no username, and no password is required; just tap the phone, insert coins, and get Wi-
Fi. No need for supervision. Self-service working method to save labor cost. Excellent coin-
learning ability to recognize your local coins and discriminate against fake coins. Modular
structures make maintenance easy, constructed of durable materials. and professional coin
passage design to prevent coins being stolen or fraud.

Meanwhile, Gwen Emano (2019), from the article “Is Mobile Legends good?,” stated that
mobile legends have positive and negative effects. Positive effects include improving brain
functions and educating children whereas negative effects include distraction while performing
another important activity, affecting social interaction, sleep problems and loss of productivity.
The negative effects can be avoided by the child, parents should guide them well and make a
schedule for their games. Parents can set up a time for their mobile games and family outdoors.
Through that activity, the interaction of the child to their mobile games can be avoided or
lessened.

Diwa. ph (2013) the article states that playing video games can have a lasting positive
impact when it comes to helping develop certain skills in students. Video games can impact
students through improving their cognitive activity. It develops problem-solving and
communication skills by playing strategic video games because those games rely on community
building to advance. Video games also helps students cope with stress, teaches students about
history and culture, and lastly, video games can spark student’s interest in STEM, encouraging
them to pursue careers in fields like design, animation, or game development.
According to Michel T. Vinluan (2016), from the article "Bane or Boon: Computer games and
academic performance”, computer games receive a generally negative reception from people
especially parents, because for them, they are a waste of time. Additionally, critics and
researchers have linked computer gaming to video game addiction, violence, anti-social
behavior, and attention problems, among others. These researches are supported by their
analyses on the usually violent content and the addictive implications of these games on the
brain. As founded in the study of Gentile, Lynch and Walsh (2004), academic achievement
maybe negatively related to over-all time spent playing video games. Whereas, as stated by
besthealthmag.ca (2010), Health Canada says that it has determined that exposure to low-level
radiofrequency energy, such as that from Wi-Fi equipment (which enables wireless to the
Internet) is not dangerous to the public.

In addition, while private options may be preferred, many Filipinos rely on public access as they
creatively mix technologies and venues to communicate with overseas' family members
(Alampay, 2013). With this information, there is a given idea of the impact of Wi-Fi to Filipinos,
specifically OFWs, and thus it juxtaposes with possible impacts to Filipinos in the country who
they are connected to. In an Infographic on Forward.ph, it is said that “the Philippines has 33.6
million active internet users out of its population of 92, 337, 852”. It is indicated that “3.5 out of
10 Filipinos are online”. It also said that the average Filipino Spends 16.4 Hours on the Internet
per month, 41.5% of the time is spent on Social Media, 17.3% on services and 14.5% on news
and information. Also, 20% of the time, Filipinos access the internet using a mobile device.
Lastly, it has 22% the fastest growth in Internet Audience (Ginny Edwards, 2014).

For many gamers in the Philippines, watching is just as important as playing. What's
more, 10% of the urban online population watches game content but plays less than once a
month.Overall, 63% of the online population watches gaming video content, while just under a
third of the online population is part of the esports audience (Rhys Elliott, 2022).

Mental Health
According to Fowler, Tompsett, and Braciszewski (2009), a relationship between
depression and violent content in video games is possible. This implies that adults and children
tend to be exposed to violence in real-life, whether as witnesses or victims. They also have poor
mental health outcomes, including depression, anxiety, and post-traumatic stress disorder
(PSD). WHO recently recognized gaming disorder as a mental health condition and added it to
the international medical list. Playing online games incessantly is not enough to be recognized
as a disease. Instead, mental illness always arises when the players play online games for an
extended period to the extent that it affects their daily lives (Rettner, 2019). Therefore, gaming
disorder is a “pattern of chronic or repetitive gaming activity,” which causes the players to lose
control of their gaming actions; they start considering gaming as a priority over all other
interests and behaviors, leading to continued playing even though they may suffer from its
negative consequences. Such consequences may include disabilities in social life as well as in
education and family relationships (Rettner, 2019). Internet Gaming Disorder (IGD) is an
addictive behavior (Choi et al., 2014), and various psychological and health issues are
associated with it such as social anxiety, depression, loneliness, fatigue, and negative self-
esteem. Mannikko, Billieux, and Kaariainen (2015) found that IGD occurs with varying medical
disorders leading to multiple negative impacts. For example, it may cause social problems
including poor academic achievement (Brunborg, Mentzoni, & Froyland, 2014). IGD is also
associated with some other addictions such as substance usage disorder (Kardefelt-Winther,
2014)

Depression and Internet Gaming Disorder

Stetina (2011) found that depression positively relates to Internet Gaming Addiction
(IGA) and technological addiction. However, IGD behaviors can also be favored because they
are often considered to be less dangerous than other types of addiction (Yen, 2007). Online
games are often played by people who have emotional distress. In the long term, heavy usage
can isolate people from real-life relationships, leading to a more serious mental health issue:
depression (King & Delfabbro, 2016). A previous study supported a positive relationship
between online gaming addiction and depression (Liu et al., 2018). Similarly, Wang, Sheng, and
Wang (2019) revealed that online gaming addiction leads to severe depression. Therefore, this
indicates that there is a positive relationship between online gaming addiction and depression.

Social Anxiety and Online Gaming Addiction

Social anxiety among young people occurs because of their bad experience and tension
(Rapee & Heimberg, 1997). Maldonado, Huang, Chen, Kasen, Cohen, and Shen (2016) found a
relationship between adolescents’ social anxiety and online gaming addiction. Online gaming
addiction, smartphone addiction, and Internet addiction were also found to be related to social
anxiety among adults (Griffiths, 2005; Griffiths, Kuss, Billieux, & Pontes, 2016; Khantzian, 1997).
Addiction and anxiety can affect one another (Dalbudak, Evren, Aldemir, & Evren, 2014).
Internet addiction has five categories, which are online gaming addiction, net compulsions,
cyber-relationship addiction, information overload, and cybersex addiction (Young, Pistner,
O’mara, & Buchanan, 1999). Internet addiction increases anxiety, especially when the Internet
is not available, or its accessibility is dysfunctional.

Loneliness and Mobile Game Addiction

Loneliness is a global issue faced by many people to some degree in their lives. It is a
negative experience that people go through (Hojjati, Koochaki, & Sanagoo, 2012). The cause of
loneliness is the lack of excitement in some people’s lives, resulting from major defects in their
social interaction network. Salehi and Seyf (2012) stated that loneliness is an uncomfortable
feeling that triggers behavioral issues in which depression, sadness, withdrawal, and anger are
exhibited. Perlman (2004) claimed that loneliness occurs due to a lack of social experience.
People have very low self-esteem if they feel very lonely, resulting from the absence of
productive and supportive relationships. In this situation, they tend to use cyberspace and the
Internet to play online games rather than communicating interpersonally through social
interaction. They tend to use the Internet as a defense mechanism and as an alternative to
avoid becoming lonely. Indeed, some previous studies have found an association between
online game addiction and loneliness (Ackerman, 2009; Lemmens, Valkenburg, & Peter, 2010;
Ream, Elliott, & Dunlap, 2013).
Strategy and Puzzle Games Fare Well Among Gamers in the Philippines

According to Rhys Elliot (2022),In the Philippines, strategy is the most popular genre on
mobile, social network sites, and PC. However, the genre did not make the top three on
console, which makes sense given that strategy games lend themselves more to mouse-and-
keyboard or touch controls.Instead, battle royale took the top spot on console, with more than
a third of players on console playing the genre. On console, battle royale was followed by
fighting games (fighting games are more fitting for controllers).After the strategy genre, more-
casual genres appealed to gamers on mobile and social networks.Given the widespread
popularity of puzzle and strategy games among mobile gamers in this mobile-first market, it is
perhaps unsurprising that more than half of the Philippines’ urban online population played
Candy Crush Saga or Mobile Legends: Bang Bang in the past six months.Southeast Asia is full of
unique and interesting markets such as The Philippines, and no two are the same. So, stay
tuned for more articles zooming in on the region.

It has been found in the studies of (Dananjaya & Kusumastuti, 2019) Students’
Perception on Online Game Mobile Legends for Vocabulary Development, that playing Mobile
Legends could increase the students’ vocabulary, spelling, pronunciation, and translation of
new found words being heard while engaging in the said game. Similarly, they exclaimed that
playing ML is a great tool in developing their communication skills for they would have to
communicate well with foreign players in order to understand the game’s system and to
achieve victory since the game relies on teamwork.Relative to this, based on the study findings
of Cationa and Brahmana (2018), character choice is influenced by self-fashion congruity, and
that the relation between and among the players is deep and inseparable.

This demonstrates that, even though players can select different heroes and skins for
each battle from time to time, self-fashion congruency is a significant factor in making
decisions.However based on the studies conducted by several researchers, playing mobile
legends poses various negative effects among players such as: harm the interaction process in
the real world that makes them passive and dependent on the game Mawalia (2020); get
addicted and had a lot of self changes since starting and continuing to play and joining the
community of Mobile Legends;Sunarto et al (2019); affect the mental health and academic
performance among students Aviso et al (2020), and worst case scenario, it can lead to death.

Academic Performance

The academic performance of the students was significantly affected based on the
revealed study findings of Cornillez Jr. (2020) relative to playing online mobile games. The poor
performance of the students in their academics was linked to playing online mobile games.Due
to reduced contact hours brought by Covid-19 for learners and a lack of communication with
teachers when learning/understanding challenges, students' level of academic performance is
likely to suffer in classes held for both year-end and internal examinations (Sintema,2020).In
connection to the above-mentioned statement the academic performance of students when
being linked to playing online mobile games such as Mobile legends and the like has
significantly interpreted as less favorable (Delos Santos et al., 2020).

In addition, according to Arockiyasamy (2016) the average time spent in playing online
mobile game engagement per week and the history of gaming when the learners were kid is
significantly correlated to their academic performance.Meanwhile, the study of Rahayu (2020)
revealed that the academic performance of the grade 11 students particularly in writing skills
has significantly increased which means that the use of mobile legend as a learning medium can
improve student learning outcomes in the procedure text. Similarly, the use of gamification
elements indirectly affected the academic achievement due to their positive effects on
engagement in the classroom (Çakıroğlu, et.al.,2017).Study habit is important for students to
enhance a learning style or suitable studying habits that will help them keep focused on their
ultimate goal which is academics. Similarly, Atieno (2019) in her published article released in
The New Times, Rwanda, teachers can help students since they are the ones who know the
strengths and weaknesses of all students, Aminadhad Niyonshuti, an English teacher at
Apapper Complex School, Kicukiro, adding that this can be achieved by identifying areas in a
student’s life that need more attention.

However, in the study findings of Mozeliuz, et.al (2016), the study habits among digital
gaming natives’ gaming habits absolutely were strong enough and that students’ study habits
have collided in many situations. This supports to the findings of Cornillez, Jr. (2020) which
states that study habits of the students were greatly affected due to playing mobile games.
According to Jafari, Aghaei and Khatony (2019), the status of study habits was at moderate level
for most students. Therefore, it is recommended to consider and assess students’ study habits
at the time of entry into university, in addition, specific training should be offered to students in
order to help them learn or modify study habits to increase their academic achievements. This
means that study habits among students are innate, and that it should be developed among
themselves with the help of the teachers as teaching and learning is happening.

A WiFi Vendo Machine In Philippines

According to John Nieves (2016) ,Almost everybody knows the concept of Pisonet. It’s
slowly managed to replace the traditional internet cafes in the PH, especially in low-income
areas. But there’s another sachet-type internet business that may overtake the traditional
Pisonet business model that does away with the expensive computer stations and just gives
internet access via WiFi. The process is the same as Piconet – you plop in coins through the slot,
and outcomes an access code that connects you to WiFi. As far as we can tell, Php 1 gets you 6
minutes of WiFi, which is usually enough for most people to check their Facebook, send a
message or whatever. This particular setup also eliminates the hardware cost of retrofitting
computers to take the Pisonet system. With more and more affordable smartphones out in the
wild today, the Piso WiFi system might be the next big thing in affordable internet. The base
cost of the unit is around Php 25K and can run off of any DSL connection though the people
who sell it recommend you using at least 3Mbps. Up to 30 people can connect to the thing at
any given time which increases the potential revenue stream of the device.

According to the Digital (2018 )report of the UK-based consultancy We Are Social, there
are over 67 million accounts on Facebook in the Philippines and that every Filipino netizen
spends at least 3 hours and 37 minutes per day online. That is why a stable Wi-Fi connection
has become a necessity for most Filipinos, and this factor is something that you can take
advantage of.Recently, coin-operated Wi-Fi machines, called Piso Wi-Fi, have started to spread
in different locations. Piso Wi-Fi resembles the ordinary vending machines but instead of selling
food, it will activate an internet connection that a mobile phone user can connect to for P5 per
30 minutes, or P10 for an hour. In an interview with Entrepreneur Philippines, Princess Dang,
one of the top dealers of the Piso Wi-Fi machine, said that it can be a good business venture as
“most of the people have smartphones nowadays, even children”. Piso Wi-Fi can offer an
affordable and accessible internet connection for those who do not have Wi-Fi in their homes
or for those who can’t go to computer shops. It’s perfect for those who would like to start up a
small business as it only needs a capital worth of P30,000. The lowest recorded sales of a single
machine were at P200/day or P6,000/month, but it can reach up to P44,000 in a month.

Related Studies

According to Evident PH (2020) Playable heroes, different game modes, and fast-paced
gameplay. This is what the multiplayer online battle arena game (MOBA) Mobile Legends: Bang
Bang (MLBB) has to offer. Although this is a mobile game, it features much of what a PC MOBA
has to offer: item builds, hero roles, hero abilities, skins, and so much more. MLBB allows
players to match with other players from anywhere in the world, and it has sports community
features, such as built-in livestreaming and an esports system that allow users to watch high-
level plays. In 2019, the game won Most Favorite Game of the Year and Most Favorite
Tournament of the Year at the EXGCON Indonesia Gaming Awards. There is no denying that it is
one of the most increasingly popular games in Asia and the rest of the globe.In 2020, MLBB had
over 1 billion game downloads, with over 100 million registered users and 25 million monthly
active users in the Philippines. In Southeast Asia, Mobile Legends: Bang Bang Professional
League holds the largest and most prestigious esports competition.

MLBB has been proved as a good medium to enrich vocabulary (Dananjaya &
Kusumastuti, 2019). Dananjaya & Kusumastuti (2019) claimed that MLBB is an effective medium
to enrich English vocabulary because it provides instructions in English and also allows the
Indonesian players to interact with foreign players by writing platforms such as chatting and
oral platforms. They also added that the rich vocabulary will absolutely affect the four
communication skills which are listening, reading, writing, and speaking in a good way. Amir
Rasyid (2018) conducted a study about the correlation of the habit of playing MLBB and
listening proficiency. He found that MLBB listening proficiency in the second grade of junior
high school at MTsN 2 Tapin fell in the excellent category where the mean score of the
vocabulary test is 98.76. General listening proficiency of the students fell to 62.43 where it is
considered as positive. It means MLBB is considered as a good medium in learning listening.
MLBB is also reported as a good medium to train writing (Rahayu, 2020).

The Internet is where a large amount of knowledge comes from. Wi-Fi connection using
a vending machine can be the cheapest Internet connection because a vending machine is coin-
operated. “Coin-operated” means that one only needs to insert a coin on the machine to access
the Internet through a Wi-Fi connection (Alburo, M. C., Tindugan,L. ., & Dacuno, et al(2020). It is
described as "Slot machine-like Intel/AMD-based PC" build using "clone or assembled desktop
PC", with LED monitor nowadays (the first model uses CRT monitor, picture tube screen), boxed
in an enclosed-type cubicle and mostly run under Windows Operating System. It is powered by
"coin selector/acceptor" component that the users must first insert "one-peso coin, and other
designs accept five-peso coin" for it to operate. As of 2013, a one-peso coin will provide the
user 5 minutes of Internet use or it can be 6, 8, 12, 32 & 98 minutes respectively depending on
the set-up of the timer.

In addition, there is an optimism in the growth of the Philippine gaming sector in the
future, on the back of its improving domestic economy, which contributes to the growth of the
Gross Gaming Revenues (GGR) of the sector.  The Philippines is a primary market for online
gaming due to the increasing inflow of investment and gaming funds into the economy. 
Observers have also said that the growth in inbound Chinese funds is rapidly increasing, though
the online gaming industry, and that it will lead to the increase of the volume of the GGR.
PAGCOR’s financial data states that revenues increased by18% from the third quarter of 2015
figure of Peso 98.6 billion (US$1.93 billion) to the third quarter of 2016 when revenues were
Peso 118 billion (US$2.31 billion).
According to the study of Chen as stated by Kishimoto, et. al (2021), they imply that the
mobile players tend to play more as part of their stress recovery purposes, and also the peer
pressure can have a great impact to play more and be satisfied in the gameplay. And according
to the own findings of the study, the satisfaction and winnings of the mobile players may be
affected due to some circumstances, one of which is the internet connection.

Legal Aspects of the Philippines Online Gaming Industry

The laws for online gaming in the Philippines do need to be examined.  In both gaming
regions of the Philippines (PAGCOR and CEZA), it is illegal for an independent gaming operator
to offer online betting to Philippine nationals.  However, offshore gaming providers, with no
connection to the Philippines may offer online gaming services to Philippine nationals.Briefly,
there are two different sets of legislation operating in the Philippines.  Philippine Nationals are
not subject to any laws that ban online gambling. However, there has been much Congressional
and Senatorial debate on the legality of placing bets through the internet.  A Philippine
Supreme Court ruling in 2012 found that there was no part of Philippine law that made it an
offense to place gaming bets.  Therefore Philippine nationals can theoretically use the online
gaming facilities. However, online gaming operators must comply by different legislation.  All
online gaming sites with a license to operate in the Philippines cannot offer its services to
Philippine nationals.  PAGCOR issues the licenses and monitors all existing licensees for
compliance.  Any registered company can obtain a license, providing it pays the due fees
mentioned above.  License holders can therefore offer their services to anyone outside the
Philippines. The advantage to the Philippines, is the close proximity of the rest of Asia and its
improving level of development, that make it an attractive base of operations for potential
investors with an interest in accessing the Asian online gaming market. All gaming systems must
be examined and approved by PAGCOR, and the gaming company must hold an adequate
amount of funds in cash, to cover all player balances.  The PAGCOR Licensing Commission has a
strong reputation for strictness in enforcing these regulations. The gaming industry introduced
by the Philippine Government does have currently conflicting legislation, and obviously
professional legal advice is essential to enter a very promising investment sector.  However,
maneuvering around the legal challenges is proving to be complicated for both investors and
Philippine Government regulators.  The terms online gaming or offshore gaming are
interchangeable, and refer to internet based gaming activity, that involves clients who register
and establish accounts with the gaming operator. Under PAGCOR regulations, only foreign
nationals based in a different country, and over 21 years of age are permitted to take part in
online gaming, that is based in the Philippines.  PAGCOR also states that Philippine Nationals
here or abroad, or foreign nationals legally based in the Philippines are legally not permitted to
access Philippine based online gaming operators.  Gaming operators may be either Philippine
based companies, or foreign companies based outside of the Philippines.  It is presumed that
the latter means gaming companies who can offer gaming services in the Philippines, or foreign
operators who set up part of their operations here.  It is acknowledged that this legislation can
be considered ambiguous, which currently adds to the confusion, although work is ongoing to
resolve this legal confusion.

Real Estate Observations of the Philippine Online Gaming Industry

The online gaming business currently can easily fit into the existing office real estate
landscape in the Philippines, since it essentially only requires the same space and infrastructure
requirements as the Business Processing Outsourcing (BPO) industry, which attracts investors,
who do not have to fund capital for large construction projects.  It also gives the Philippines an
alternative avenue to employ its growing English speaking BPO workforce in the face of
competition from other countries, i.e. India and China, and is a reliable source of tax revenue.
The Philippine real estate community has recognised that the Philippine online gaming industry
is now a “new kid on the block” in terms of office occupation, and is expected to challenge the
current leading office user, the BPO operations, in the near future.  Currently both of these
sectors drive the demand for office space nationwide, which in 2017 is anticipated to be
between 1.2m sqm and 1.5m sqm.   Of this, it is estimated that the online gaming industry
could occupy about 400,000 sqm to 500,000 sqm of office space.  The rapid increase of office
space required by the online gaming industry has increased from zero in recent years to
currently nearly 50% of the BPO office sector.  The real estate industry in the Philippines now
anticipate that by 2018, the on line gaming sector could equal that of the BPO sector in terms of
required office space.  For example, and in the last six months, this sector occupied 84,000 sqm
of the available office space in Metro Manila.  The figure will rise following the current license
applications under consideration by PAGCOR. 

Additionally, it has been accepted by the real estate industry that these gaming companies
can sub-franchise to as much as eight other sub-franchisees, and therefore it is estimated that,
as a result, each gaming company has the potential to lease between 10,000 and 20,000 sqm of
extra office space in the near future. Additionally, there is a trickle-down effect.  The online
gaming industry is contributing to the increased rental of up market residential units in key
areas of Metro Manila.  This is due to the increasing foreign management of the gaming
companies, who require extra accommodation.  This has led to an increase in the number of
restaurants, bars and social meeting places.  This is also affecting the regional office space
available in regional BPO focused areas such as Cebu, Dumaguette, and other parts of Luzon
and the Visayas.  Currently, there are 1.1 million people employed in the BPO outsourcing
sector, and this is anticipated to grow to 1.8 million people by 2020.   It is also anticipated that
70% of this growth will be in Metro Manila, with the remaining 30% growth in other parts of the
Philippines.  This amount of growth in office space translates into a requirement of an
additional 3 million sqm of office space throughout the Philippines.  This is the estimated
demand of the BPO sector, and does not include the relatively new gaming industry sector.

According to the real estate industry, the current office space supply is 10.3 million sqm, of
which Metro Manila accounts for 8.8 million sqm or 85%, and the existing office space outside
of Metro Manila amounts to 1.5 million sqm or 15%.  The current estimated plans for increased
office space expected to become available by 2023, is a total of 5.4 million sqm, of which 4
million sqm or 74% will be in Metro Manila, and the balance will be in other cities in the
Philippines. The other related aspect is the increasing growth of the younger population (now in
their 20s) and English speaking in the Philippines.  Gaming companies have taken notice of this,
when looking for a location and access to potential employees. As a result, the increasingly
robust online gambling industry, despite the legal issues, are now impacting on the Philippine
real estate sector.  It has been recently reported that the online gaming sector is now the
second largest demand driver for office space in the Philippines, closely following the BPO
sector.
Some Problematic Issues with the Philippine Online Gaming Industry

Apart from the confusing and duplicate legislation that is currently under review, and
was mentioned earlier, another issue to contend with is that there are a number of different
types of business within the online gaming sector that fall under different jurisdictions,
depending on what they do.  This has led to some differences between PAGCOR and other
government agencies, in particular the Philippine Economic Zone Authority (PEZA).  Also
important is that the Philippines has a demonstrated vulnerability to cybercrime.  Online
gaming is a tempting target, and the Philippines’ digital security framework is being encouraged
to improve IT security and access in both physical and regulatory terms. It has been
acknowledged that PEZA has some objections to the online gaming sector, and has said that it
may consider to withdraw the accreditation of any PEZA licensed building that houses an online
gaming related businesses.  This is due to PEZA’s observation that it may be difficult to enforce
the regulations that apply to gaming companies, due to the fact that the industry has many
related business interests such as software providers, BPO providers, data and content
streaming providers, system support providers, and providers of marketing and customer
relations services, all of whom may provide services to clients outside the gaming industry.
The concerned government agencies are attempting to fix the problem for monitoring and
management of a business sector, for which they have no reliable current data.  This reflects
the current issues surrounding the PAGCOR audit system mentioned earlier. When PAGCOR has
acquired and deployed its updated audit system, then this problem is expected to be resolved.
Chapter III

RESEARCH METHODOLOGY

This chapter presents the set of methods and procedures that the researchers used
to accomplish the study. This covers the research design, population of the study, data
gathering procedure, sampling design, research instrument, and statistical treatment of data.

Research Design

This research study entitled “Piso Wifi Vending Machine: It’s Impact In Playing And
Winning Mobile Legends Of Selected Players Of San Antonio, Quezon” is a descriptive research
that use data to be gathered regarding the impact of having a piso wifi vending machine in
playing mobile legends.
According to Shona McCombes (2019), descriptive research aims to systematically
and accurately describe a population, situation or phenomenon. It is a tool that permits a
researcher to collect data and describe the demographics of the same with the help of
statistical analysis. The researchers use this kind of research to collect data in the natural
environment, thereby providing high-quality and honest data collection.

Population of the Study

The study focuses on the piso wifi vending machine and its impact in playing and
winning mobile legends of selected players of San Antonio, Quezon. The respondents in this
study are the 160 players of mobile legends in selected barangays in San Antonio, Quezon.

The subjects were the players whose ages were ranging 15-18, 19-22, 23-26, 27
and above whether male or female, single, married, or widow/er.

Data Gathering Procedure

For the data gathering processes, after establishing the reliability and validity of the
instrument by the adviser and other experts who approved the utility of the instrument for
carrying out the study, the researchers studied and adopted the observations and suggestions
proposed and made the modifications.

To get the needed information, the researchers conducted an online survey


questionnaire that will be answered by the respondents. The researchers guided the
respondents to answer the items in the questionnaire with all honesty and sincerity.
Researchers explained the direction and purpose of the questionnaire to the respondents for
them to understand and provide valid answers.

In order to obtain more valid and credible results customers were given the freedom
to complete the questionnaire. The researchers managed to collect all the copies. Then the
questionnaire data were statistically treated.

Sampling Design

The focus of the study is on the piso wifi vending machine and its impact in playing
and winning mobile legends of selected players of San Antonio, Quezon. To collect the
necessary information, the researchers made use of online survey questionnaires as the
primary tool, which were distributed to the respondents using the purposive sampling. The
questionnaires were filled out by the respondents under the researcher's supervision. The set
of survey questionnaires is composed of different questions.

The researchers used 160 players of mobile legends as their respondents to meet the
purpose or objective of this research. Participants are selected because they have particular
characteristics that are of interest to the researcher's. The respondents were re-chosen from
the basis of their knowledge.

Research Instrument/Validation

The main research instrument used in this research was an online survey
questionnaire. The particular instrument has been chosen due to unique characteristics of the
study and efficiency of the data collection. The questions are based on the objectives and
hypothesis of this research. The items that the researchers used in the questionnaire are self-
made.

The researcher will use a survey questionnaire consisting of two parts. The first part
contains the demographic profile of the respondents. For the second part, the researcher
prepared a self-made survey questionnaire to determine the piso vending machine and its
impact in playing and winning mobile legends of selected players of San Antonio, Quezon. To
ensure the validity of the instrument, the researcher made questionnaires for 160 players of
mobile legends. The questions were translated in Filipino for the convenience of the
respondents.

The researchers plead for the assistance of their adviser to validate the questionnaire. The
researchers gave the draft of their questionnaire to observe and validate the questions.

Statistical treatment of data

The researchers used different statistical techniques to analyze and interpret the data
gathered. The information and response of respondents were process and subjected to the
statistical treatment. The following statistical tools were used to analyze the study.

1. Percentage- a number or ratio expressed as a fraction of 100. It is often denoted using the
percentage sign "%". The researcher uses percentage, because it is a particularly useful method
of expressing the relative frequency of survey responses and other data.
Formula was shown below:

Where:

p= percentage
f= frequency of the respondents
n= number of respondents
2. Weighted Arithmetic Mean- extremely useful in that it allows the final average number to
reflect the relative importance of each observation and is thus more descriptive than a simple
average. It also has the effect of smoothing out data thereby enhancing accuracy. Weighted
Average. DataPoint. Data Point
Value.
The weighted mean formula was:

Where:
WAM= Weighted Arithmetic Mean
f= frequency
n= total
3. Likert Scale- It is used to allow the individual to express how much they agree or disagree
with a particular statement. It can measure other variations such as frequency, quality,
importance, and likelihood, etc. It has the advantage that they do not expect a simple yes/ no
answer from the respondents, but rather allow for degrees of opinion, and even no opinion at
all.
4. Pearson Correlation Coefficient- the test statistics that measures the statistical relationship,
or association, between two continuous variables. A technique for investigating the relationship
between two quantitative, and continuous variables. For example, age and blood pressure.
Pearson's correlation coefficient (r) is a measure of the strength of the association between the
two variables.
Formula is written below:

Where:
R= the correlation coefficient is denoted by the letter r
X= this is the first data variable
Y= this is the second variable
∑= the sigma symbol (Greek) tells us to calculate the sum of whatever is tagged
CHAPTER IV

PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This chapter presents the findings of the study, presentation of data and its corresponding
analysis as well as interpretations. The sequence of the presentation of findings followed the
statement of the problem. The data gathered were presented on the tables for appropriate
interpretation.

To interpret the mean, the following scales were used;

Scale Weighted Mean Interpretation

4 3.25-4.0 Strongly Agree

3 2.50-3.24 Agree
2 1.75-2.49 Disagree

1 1.00-1.74 Strongly Disagree

Part I. Profile of the Respondents

TABLE 1. Respondents Profile According to Age

Age Frequency Percentage


10-12 31 19.38%
13-15 18 11.25%
16-18 57 35.63%
19-21 44 27.50%
22-24 7 4.38%
25-27 1 0.63%
28-30 1 0.63%
31-33 1 0.63%
Total 160 100.00%

Table 1. Showed the frequency and percentage distribution of the respondents according
to their age. The most frequent age of the respondents is 19-21 years old as indicated by the
frequency of 44 or 27.50%. Whereas, the least presentation is between the age group ranging
25-27, 28-30, and 31-33 having the frequency of 1 or 0.63% of the total respondents. In a
survey conducted by Rakuten Insight (2020) in the Philippines, the majority of respondents
among all age groups stated playing online games except for those aged 55 and older. Notably,
the share of online gamers decreased as people aged. This indicates that most teenagers play
online games more than adults. Furthermore, according to Jenny Chang (2022) 38% of age 18
and above are active mobile players, 21% for the age 18 and below, and 9% for ages ranging 55
and above.

TABLE 2. Respondents Profile According to Type of Phone

Type of Phone Frequency Percentage


OPPO 42 26.25%
INFINIX 22 13.75%
HUAWEI 17 10.63%
VIVO 30 18.75%
IPHONE 9 5.63%
XIAOMI 7 4.38%
REALME 19 11.88%
SAMSUNG 14 8.75%
Total 160 100.00%

Table 2 presents the frequency and percentage distribution of the respondents according
to their type of phone. It shows that the most frequent type of phone of the respondents is
Vivo as indicated by the frequency of 30 or 18.75%. While the least type of phone of the
respondents is Xiaomi having the frequency of 7 or 4.38%. The percentage of Vivo users in the
respondents who play mobile legends is higher than the Xiaomi users. According to Erick
Massey (2022), the reason why Vivo is one of the best types of phone is because it is geared
towards those stepping into the world of mobile gaming or looking for a budget gaming
smartphone that doesn't make a hole in their pocket. Moreover, according to Rappler (2021),
with mobile gaming’s continued increase in popularity since lockdowns were announced more
than a year ago, vivo has worked non-stop to upgrade the industry-leading gaming technology
packed in its smartphones. All of its specifications allow users to keep playing and winning the
games they want whenever they want.

TABLE 3. Respondents Profile According to Number of Hours in Playing ML

Number of hours in playing ML Frequency Percentage


BELOW 1 HOUR 25 15.63%
1-2 HOURS 61 38.13%
2-3 HOURS 40 25.00%
3 HOURS ABOVE 34 21.25%
Total 160 100.00%

Table 3 demonstrated the frequency and percentage distribution of the respondents


according to the number of hours they consume in playing mobile legends. The most frequent
number of hours in playing ML of the respondents is 1-2 hours with a frequency and percentage
of 61 and 38.13%. While the least number of hours in playing ML of the respondents is below 1
hour which indicates a frequency of 25 and a percentage of 15.63%. According to most recently
gathered statistical data on time spent playing games by Americans, it was found that in 2019,
during an average weekday women who played games spent 1.51 hours on doing so, while men
played games for 2.88 hours per day (S.Lock,2022). Furthermore, according to a survey
conducted by Rakuten Insight (2020) in the Philippines, 43 percent of surveyed online gamers
stated spending between one to two hours on one gaming session. On the other hand, three
percent played between four to five hours.
Part II. Respondent's Perception on the Effect of Using Piso WiFi Vending Machine in Playing
and Winning in Mobile Legends Game

TABLE 4. Respondent's Perception on the Effect of Using Piso WiFi Vending Machine in
Playing and Winning in Mobile Legends Game in terms of Financial

No. Financial Weighted Mean Interpretation


Nakatutulong ang pagkakaroon ng
1 piso wifi vending machine sa mga Agree
kabataan. 2.86
Nakatitipid ang paggamit ng Piso wifi
2 vending machine lalong lalo na sa Agree
larangan ng online games. 2.81
Mas malaki ang posibilidad na manalo
3 sa mga laro sa paggamit ng piso wifi Agree
vending machine. 2.89
Ang paggamit ng piso wifi vending
machine ay makakatulong sa mga
4 Agree
kabataang walang kakayahan na
makagamit ng data mode. 2.90
Mas nakakapag-impok ang bawat
5 manlalaro kung gagamit sila ng Agree
gantong uri ng machine. 2.69
Overall 2.83 Agree

Table 4 presents the perception of the respondents on the effect of using piso wifi
vending machines in playing and winning mobile legends with regards to financial. The table
shows that there is a general weighted mean of 2.83 which indicates that the respondents
agree on the effect of piso wifi vending machines in playing and winning mobile legends in
terms of financial. The highest degree of weighted mean reveal 2.90 which stated that "ang
paggamit ng piso wifi vending machine ay makakatulong sa mga kabataang walang kakayahan
na makagamit ng data mode" which is interpreted as agree. The lowest degree was 2.69 that
assert "mas nakakapag-impok ang bawat manlalaro kung gagamit sila ng ganitong uri ng
machine" which is also interpreted as agree.
TABLE 5. Respondent's Perception on the Effect of Using Piso WiFi Vending Machine in
Playing and Winning in Mobile Legends Game in terms of Teamwork

No. Teamwork Weighted Mean Interpretation


Mapapaunlad ang pakikipag-ugnayan
1 sa paglalaro ng bawat isa sa tulong ng Agree
piso wifi vending machine. 2.77
Nakabubuo ng matibay na relasyon
2 Agree
ang mga manlalaro sa paggamit nito. 2.79
Lumalaki ang posibilidad ng makamit
3 ng bawat isa ang tagumpay sa tulong Agree
ng piso wifi. 2.81
Nagkakaroon ng patas na laro ang
4 Agree
bawat isa sa tulong nito 2.83
Napapatatag ang samahan ng
5 pamilya na nagiging dahilan upang Agree
sila’y magsama-sama. 2.56

Overall 2.75 Agree

Table 5 shows the respondent's perception on the effect of using piso wifi vending
machines in playing and winning in mobile legends game with regards to teamwork. It
demonstrates that the general weighted mean of teamwork is 2.75 which means that the
respondents are agree on the teamwork as one of the effect of using piso wifi vending machine
in playing and winning in mobile legends game. The highest degree of weighted mean reveal
2.83 which stated "nagkakaroon ng patas na laro ang bawat isa sa tulong nito" which is
interpreted as agree. The lowest degree of weighted mean was 2.56 that assert "napapatatag
ang samahan ng pamilya na nagiging dahilan upang sila’y magsama-sama" which is also
interpreted as agree.

TABLE 6. Respondent's Perception on the Effect of Using Piso WiFi Vending Machine in
Playing and Winning in Mobile Legends Game in terms of Time

No. Time Weighted Mean Interpretation


Hindi nakakaubos ng oras ang
1 sobrang paglalaro ng Mobile Legends Agree
sa Piso wifi vending machine 2.56
Ang oras sa paglalaro ng mobile
2 legends ay hindi nasasayang o Agree
naaaksaya 2.59
Hindi nawawalan ng oras sa pagkain
3 at sa iba pang gawain sa kabila ng Disagree
labis na paglalaro ng mobile legends 2.43
Hindi nagkakaroon ng epekto sa oras
ng manlalaro ang pagkatalo at
4 Disagree
pagkapanalo sa larong mobile
legends 2.28
Mahalaga ang oras ng mga manlalaro
sa paglalaro nila ng
5 Disagree
Mobile legends sa piso wifi vending
machine 2.37
Overall 2.45 Disagree

Table 6 presents the respondent's perception on the effect of using piso wifi vending
machines in playing and winning in mobile legends game in terms of time. The table shows that
there is a general weighted mean of 2.45 which indicates that the respondents are disagree on
the time as the effect of using piso wifi vending machine in playing and winning in mobile
legends game. The highest degree of weighted mean reveal 2.59 which stated "ang oras sa
paglalaro ng mobile legends ay hindi nasasayang o naaaksaya" which is interpreted as agree.
The lowest degree of weighted mean was 2.28 that assert "hindi nagkakaroon ng epekto sa oras
ng manlalaro ang pagkatalo at pagkapanalo sa larong mobile legends" which was interpreted as
disagree.

TABLE 7. Respondent's Perception on the Effect of Using Piso WiFi Vending Machine in
Playing and Winning in Mobile Legends Game in terms of Mental Health

No. Mental Health Weighted Mean Interpretation


Nakakatulong sa mabilis na
1 pagpapagana ng utak o isip ang Disagree
paglalaro ng mobile legends 2.36
Ang paglalaro ng mobile legends ay
2 nakakabawas ng stress sa mga Disagree
manlalaro 2.45
Ang paglalaro ng mobile legends ay
3 nakakabawas ng pagkabugnot o Agree
kalungkutan 2.61
Ang paggamit ng mga estratehiya
kung paano manalo sa laro ay
4 Agree
nakapagpapaunlad ng isipan ng mga
manlalaro 2.71
Ang paglalaro ng mobile legends ay
5 nagpapaunlad sa mental health ng Agree
mga manlalaro 2.53
Overall 2.53 Agree

Table 7 presents the respondent's perception on the effect of using piso wifi vending
machines in playing and winning in mobile legends game in terms of time. The table shows that
there is a general weighted mean of 2.53 which indicates that the respondents are agree on
mental health as the effect of using piso wifi vending machine in playing and winning in mobile
legends game. The highest degree of weighted mean reveal 2.71 which stated "ang paggamit ng
mga estratehiya kung paano manalo sa laro ay nakapagpapaunlad ng isipan ng mga manlalaro"
which is interpreted as agree. The lowest degree of weighted mean was 2.36 that assert
"nakakatulong sa mabilis na pagpapagana ng utak o isip ang paglalaro ng mobile legends" which
was interpreted as disagree.

Part III. Respondent's Perception on the Level of Significance of Using Piso WiFi Vending
Machine

No. Importance of PISO WIFI Weighted Mean Interpretation


Mahalaga ba ang pagkakaroon ng Piso Wifi
1 Vending Machine sa San Antonio,Quezon? Oo
1.43
Mas malaki ba ang posibilidad ng manalo sa
2 mga laro kung mayroon kang malakas na Oo
access sa internet? 1.36
Sa iyong palagay, nakakatipid ba ang
3 paggamit ng Piso Wifi Vending Machine Hindi
kumpara sa paggamit ng prepaid load/data? 1.97
Overall 1.59 Oo
TABLE 8. Respondent's Perception on the Level of Significance of Using Piso WiFi Vending
Machine

Table 8 demonstrated the level of significance of using piso wifi vending machine. The
table shows that the general weighted mean is 1.59 which indicates that the respondents
answered "Oo". The highest degree of weighted mean reveal 1.97 that stated "sa iyong palagay,
nakakatipid ba ang paggamit ng Piso Wifi Vending Machine kumpara sa paggamit ng prepaid
load/data?" which is interpreted as "Hindi". The lowest degree of weighted mean was 1.36 that
assert "mas malaki ba ang posibilidad ng manalo sa mga laro kung mayroon kang malakas na
access sa internet?" which was interpreted as "Oo".

Part IV. Significant Effect of Piso WiFi Vending Machine on Playing and Winning in Mobile
Legends Game

FINANCIA TEAMWOR MENTAL_HE


L K TIME ALTH
** *
IMPORTANCE_OF_PIS Pearson .914 .161 -.117 .265**
OWIFI Correlation
Sig. (2-tailed) .000 .041 .139 .001
N 160 160 160 160

TABLE 9. Significant Effect of Piso WiFi Vending Machine on Playing and Winning in Mobile
Legends Game

Table 9 shows the significant effect of piso wifi vending machines on playing and winning
in mobile legends games. It includes the financial, teamwork, time, and mental health. Since the
p-value of financial, teamwork, and mental health (.000, .041, .001) is less than the level of
significance (0.05) it was expected for the decision Ho to be rejected, except time because it
has the p-value of .139 which means it is more than the level of significance. Therefore, there is
enough evidence to say that the Piso Wifi Vending Machine has a significant effect on playing
and winning Mobile Legends Game, except in time.
CHAPTER V

SUMMARY AND FINDINGS, CONCLUSIONS AND RECOMMENDATION

This chapter presents the summary of the study, its findings, conclusions and
recommendations formulated based on the results acquired by the researchers.

Summary
The purpose of the study was to determine the Piso Wifi Vending Machine and Its Impact
in Playing and Winning Mobile Legends Game of Selected Players in San Antonio, Quezon. The
study included the statement of the problem as regards to the profile of the players of Mobile
Legends at San Antonio, Quezon, perception of the respondents on the effect of using piso wifi
vending machine in playing and winning in mobile legends game with regards to financial,
teamwork, time, and mental health, level of significance of using piso wifi vending machine, and
the significant effect of piso wifi vending machine on playing and winning mobile legends game.

The primary data gathering device used by the researchers was the use of online survey
questionnaires which was developed by the researchers based on literature and related studies.
This helped them to assess the frequencies of the respondent’s perception on the effect of
using piso wifi vending machines in playing and winning mobile legends games. The researchers
gathered the information that is related and relevant in the present study from the private and
public school libraries and reliable sources on the internet.

The researchers obtained data through the use of self-made survey questionnaires; the
statistical measures that they used for the treatment of the data were percentage, weighted
mean, likert scale, and Pearson correlation coefficient.

Findings

Important findings that were obtained after an analysis of the data gathered from the
survey questionnaires which were distributed to 160 respondents under the study.

1. After analyzing and interpreting the data, the researchers came up with the findings that
in terms of age, the most frequent age of the respondents is 16-18 years old having the
frequency of 57 or 35.63%. In terms of the type of phone, the most frequent type is
Oppo with the frequency of 42 and the percentage of 26.25%. Lastly, with regards to the
number of hours in playing mobile legends, the most frequent number of hours was 1-2
hours having a frequency of 61 and a percentage of 38.13%.
2. The researchers surveyed the perception of the respondents on the effect of using piso
wifi vending machines in playing and winning mobile legends games. The result showed
that in terms of financial, most of the respondents believed that piso wifi vending
machines help the youth who are incapable of using data mode having the weighted
mean of 2.90 and interpreted as agree. In terms of teamwork, majority of the
respondents believed that the game was fair when using piso wifi vending machines
having the weighted mean of 2.83 and interpreted as agree.
3. In addition, the researchers also surveyed the perception of the respondents on the
effect of using piso wifi vending machines in playing and winning mobile legends game
with regards to time and mental health. The result showed that in terms of time, there's
no wasting of time when playing a mobile legends game having the frequency of 2.59
and interpreted as agree. In terms of mental health, most of the respondents believed
that the use of strategies on how to win the game can improve the critical thinking of
the players with the frequency of 2.71 and interpreted as agree.
4. Moreover, the researchers surveyed the perception of the respondents on the level of
significance of using a piso wifi vending machine. The result showed that most of the
respondents answered "no" in the question "in your own opinion, does using piso wifi
vending machine save more money than using prepaid load/data?" having the
weighted mean of 1.97.
5. After analyzing all the data, the researchers concluded that there is enough evidence to
say that the Piso Wifi Vending Machine has a significant effect on playing and winning
Mobile Legends Game, except in time.

Conclusions

Based on the findings derived from the study, the following conclusions were drawn.
1. The researchers concluded that most of the mobile legends players of San Antonio,
Quezon are ranging from 16-18 years old. Majority of the respondents use Oppo as their
type of phone. Lastly, the most frequent number of hours in playing mobile legends is 1-
2 hours.
2. In the perception of the respondents, the term financial got the highest general
weighted mean of 2.83 and interpreted as agree. The second term is teamwork having
the general weighted mean of 2.75 and interpreted also as agree. Then the term mental
health with the general weighted mean of 2.53 and interpreted as agree. Finally, the
term time has the general weighted of 2.45 and is interpreted as disagree.
3. The Piso Wifi Vending Machine plays a significant role in terms of financial, teamwork,
and mental health of the mobile legends players in San Antonio, Quezon. This means
that the effect of using a piso wifi vending machine in playing and winning mobile
legends games is positive.
4. The researcher in this study found out how important the peso wifi vending machine of
selected players in the san Antonio quezon

Recommendations
Based from the findings and conclusions of the study, the following recommendations are
proposed.
1.The researchers advised the mobile legends players how important it is to have a peso wifi
vending machine. With the help of this study, mobile legends player will be informed what is
the impact of peso wifi vending machine on playing mobile legends.
2.The researchers recommended it to be used by the further researcher because it can help them
through gathering some informations based on real datap

APPENDICES
“PISO WIFI VENDING MACHINE:ITS IMPACT IN PLAYING AND WINNING MOBILE LEGENDS
GAME SELECTED PLAYERS OF SAN ANTONIO ,QUEZON”

I. Propayl ng Respondente
Panuto: Punan ng tsek (/) ang nararapat na kasagutan sa bawat kategorya.
Pangalan(optional):_____________________________________________
Edad:
 15-18
 19-22
 23-26
 27 pataas
Type of phone:
 Vivo
 Samsung
 Oppo
 Iphone
 Infinix
 Huawei
 Real Me
 Xiaomi

Numbers of hours:
¨ below 1hours
¨ 1hour-2hours
¨ 2hour-3hours
¨ 3hour-above
II. Kahalagahan ng Piso Wifi Vending Machine sa mga piling manlalaro ng San Antonio,
Quezon.
Panuto: Lagyan ng tsek (/) ang sa iyong palagay ay angkop na sagot sa mga katanungan sa
ibaba.
1. Mahalaga ba ang pagkakaroon ng Piso Wifi Vending Machine sa San Antonio,Quezon?
 Oo
 Hindi
 Pwede
2. Mas malaki ba ang posibilidad ng manalo sa mga laro kung mayroon kang malakas na access
sa internet?
 Oo
 Hindi
 Pwede
3. Sa iyong palagay, nakatitipid ba ang paggamit ng Piso Wifi Vending Machine kumpara sa
paggamit ng prepaid load/data?
 Oo
 Hindi
 Pwede
Panuto: Punan ng angkop na impormasyon ang mga katanungan sa ibaba. Lagyan ng tsek (/)
kung tumutugma ito sa iyong kasagutan.
4- Lubhang Sumasang-ayon
3- Sumasang-ayon
2- Medyo sumasang-ayon
1- Hindi Sumasang-ayon

A Aspetong Pangpinansyal 4 3 2 1
1 Nakatutulong ang pagkakaroon ng piso wifi vending
machine sa mga kabataan.
2 Nakatitipid ang paggamit ng Piso wifi vending machine
lalong lalo na sa larangan ng online games.
3 Mas malaki ang posibilidad na manalo sa mga laro sa
paggamit ng piso wifi vending machine.
4 Ang paggamit ng piso wifi vending machine ay
nakatutulong sa mga kabataang walang kakayahan na
makagamit ng data mode.
5 Mas nakakapag-impok ang bawat manlalaro kung gagamit
sila ng gantong uri ng machine.
B Pagpapaunlad ng Ugnayan
1 Napapaunlad ang pakikipag-ugnayan sa paglalarong bawat
isa sa tulong ng piso wifi vending machine.
2 Nakabubuo ng matibay na relasyon ang mga manlalaro sa
paggamit nito.
3 Lumalaki ang posibilidad ng makamit ng bawat isa ang
tagumpay sa tulong ng piso wifi.
4 Nagkakaroon ng patas na laro ang bawat isa sa tulong nito
5 Napapatatag ang samahan ng pamilya na nagiging dahilan
upang sila’y magsama-sama.
C Time
1 Nakaka ubos ng oras ang sobrang paglalaro ng Mobile
Legends sa Piso wifi vending machine
2 Nasasayang ang oras sa paglalaro ng Mobile legends
Keysa gumawa ng gawaing bahay
3 Nawawalan ng oras sa pagkain at sa iba pang gawain dulot
ng labis na paglalaro ng mobile legends
4 Nagkakarooon ng epekto sa oras ng manlalaro ang
pagkatalo at pagkapanalo sa larong mobile legends
5 Mahalaga ang oras ng mga manlalaro sa paglalaro nila ng
Mobile legends sa piso wifi vending machine
D Mental Health
1 Nakakadepress ang sobrang paglalaro ng online games o
mobile legends sa mga mobile legends player
2 Ang paglalaro ng mobile legends ay nakakabawas ng stress sa
mga manlalaro

3 Ang paglalaro ng mobile legends ay nakakabawas ng


pagkabugnot o kalungkutan

4 Ang paggamit ng mga estratehiya kung paano manalo sa laro ay


nakapagpapaunlad ng isipan ng mga manlalaro

5 Ang paglalaro ng mobile legends ay nagpapaunlad sa mental


health ng mga manlalaro

You might also like