This research aimed to explore students perceptions of playing Mobile Legends: Bang-Bang (MLBB) as a means to improve English vocabulary. Students had a deficient English vocabulary, which negatively affected their learning, especially in imperative statements. This research utilized a qualitative approach based on the Miles and Huberman analytical framework. The data were gathered from 150 ninth-grade students at Junior High School 10 Pematangsiantar. Data were collected through closed questionnaires concerning content vocabulary and perceptions (auditory and visual). The collected data were checked according to the reactions from the 5 point Likert scale questionnaire, then inputted into Ms. Excel and tabulated; afterward, the data were described de-scriptively in a paragraph. This research discovered that a significant number of students had reported positive outcomes for MLBB influence on their vocabulary improvement. Specifically, 69.21% of students had responded positively, comprising 13.88% who strongly agreed and 55.33% who agreed. Neutral replies had constituted 19.38%, whereas negative comments had amounted to 11.42%, including 8.88% who disagreed and 2.54% who strongly disagreed. Regarding auditory and visual perception, 74.34% had exhibited a favorable response, 16.7% had maintained a neutral stance, and 9.6% had provided a negative response. The researcher concluded that most students at Junior High School 10 Pematangsiantar had regarded MLBB as an advantageous alternative for improving their English vocabulary, with a significant majority expressing favorable opinions of the game. © 2025, Pandawan Sejahtera. All rights reserved.
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