Prevalence of cyberbullying and addiction in mobile gaming among tertiary students in one university in the Philippines: An ethical discussion in the lens of consequentialism

Mobile gamification has been explored to understand the possibility of its application to promote engagement and motivation for learning among students. However, it cannot be disputed that the growing market for mobile games has drawn several ethical setbacks. Two of the setbacks arising from mobile...

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Main Author: Yin, Kexiu
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Published: Animo Repository 2019
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Online Access:https://animorepository.dlsu.edu.ph/faculty_research/2967
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Institution: De La Salle University
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spelling oai:animorepository.dlsu.edu.ph:faculty_research-39662021-11-18T02:32:31Z Prevalence of cyberbullying and addiction in mobile gaming among tertiary students in one university in the Philippines: An ethical discussion in the lens of consequentialism Yin, Kexiu Mobile gamification has been explored to understand the possibility of its application to promote engagement and motivation for learning among students. However, it cannot be disputed that the growing market for mobile games has drawn several ethical setbacks. Two of the setbacks arising from mobile gaming are addiction and cyberbullying. Mobile Game Addiction and Cyberbullying are ethical concerns that should be addressed respectively as it hampers regular individual activities particularly of students in an academic institution. In the Philippines, very few or no studies have been conducted to determine the prevalence of ethical concerns in mobile gaming specifically on Mobile Game Addiction and Cyberbullying. It is the role of the present study to determine the prevalence of Cyberbullying and Addiction in the context of Mobile Gaming among students of one University in the Philippines through the Quantitative Approach. Existing Surveys were used to determine the possible prevalence of Cyberbullying and Addiction. Additionally, a discussion on consequentialism about the ethical dilemma in mobile gaming is addressed through Qualitative approach. From the Game Addiction Test, the over-all mean suggested that thirty-six (36) out of the eighty-eight (88) respondents are at risk for Mobile Game addiction, whereas, six (6) can be classified as mobile game addicts. The test also revealed that the respondents play mobile games for Mood Modification (the need to shift from a bad mood to a good mood). For Cyberbullying, it is not conclusive that majority of the respondents have experience or have initiated cyberbullying in mobile games. Nevertheless, a few of the respondents have become a victim or have initiated cyberbullying. Ethical discussion on Consequentialism and recommendations are discussed in the latter part of the paper. © 2018 IEEE. 2019-03-12T07:00:00Z text https://animorepository.dlsu.edu.ph/faculty_research/2967 Faculty Research Work Animo Repository Mobile games—Moral and ethical aspects--Philippines Cyberbullying--Philippines Video game addiction--Philippines Consequentialism (Ethics) Computer Sciences
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
topic Mobile games—Moral and ethical aspects--Philippines
Cyberbullying--Philippines
Video game addiction--Philippines
Consequentialism (Ethics)
Computer Sciences
spellingShingle Mobile games—Moral and ethical aspects--Philippines
Cyberbullying--Philippines
Video game addiction--Philippines
Consequentialism (Ethics)
Computer Sciences
Yin, Kexiu
Prevalence of cyberbullying and addiction in mobile gaming among tertiary students in one university in the Philippines: An ethical discussion in the lens of consequentialism
description Mobile gamification has been explored to understand the possibility of its application to promote engagement and motivation for learning among students. However, it cannot be disputed that the growing market for mobile games has drawn several ethical setbacks. Two of the setbacks arising from mobile gaming are addiction and cyberbullying. Mobile Game Addiction and Cyberbullying are ethical concerns that should be addressed respectively as it hampers regular individual activities particularly of students in an academic institution. In the Philippines, very few or no studies have been conducted to determine the prevalence of ethical concerns in mobile gaming specifically on Mobile Game Addiction and Cyberbullying. It is the role of the present study to determine the prevalence of Cyberbullying and Addiction in the context of Mobile Gaming among students of one University in the Philippines through the Quantitative Approach. Existing Surveys were used to determine the possible prevalence of Cyberbullying and Addiction. Additionally, a discussion on consequentialism about the ethical dilemma in mobile gaming is addressed through Qualitative approach. From the Game Addiction Test, the over-all mean suggested that thirty-six (36) out of the eighty-eight (88) respondents are at risk for Mobile Game addiction, whereas, six (6) can be classified as mobile game addicts. The test also revealed that the respondents play mobile games for Mood Modification (the need to shift from a bad mood to a good mood). For Cyberbullying, it is not conclusive that majority of the respondents have experience or have initiated cyberbullying in mobile games. Nevertheless, a few of the respondents have become a victim or have initiated cyberbullying. Ethical discussion on Consequentialism and recommendations are discussed in the latter part of the paper. © 2018 IEEE.
format text
author Yin, Kexiu
author_facet Yin, Kexiu
author_sort Yin, Kexiu
title Prevalence of cyberbullying and addiction in mobile gaming among tertiary students in one university in the Philippines: An ethical discussion in the lens of consequentialism
title_short Prevalence of cyberbullying and addiction in mobile gaming among tertiary students in one university in the Philippines: An ethical discussion in the lens of consequentialism
title_full Prevalence of cyberbullying and addiction in mobile gaming among tertiary students in one university in the Philippines: An ethical discussion in the lens of consequentialism
title_fullStr Prevalence of cyberbullying and addiction in mobile gaming among tertiary students in one university in the Philippines: An ethical discussion in the lens of consequentialism
title_full_unstemmed Prevalence of cyberbullying and addiction in mobile gaming among tertiary students in one university in the Philippines: An ethical discussion in the lens of consequentialism
title_sort prevalence of cyberbullying and addiction in mobile gaming among tertiary students in one university in the philippines: an ethical discussion in the lens of consequentialism
publisher Animo Repository
publishDate 2019
url https://animorepository.dlsu.edu.ph/faculty_research/2967
_version_ 1718383284646313984