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THE PERCEPTIONS OF JOSE RIZAL UNIVERSITY SENIOR HIGH SCHOOL

STUDENTS IN E-SPORTS AS A COMPETITIVE ONLINE GAME TO CONSIDER IT

AS AN ATHLETIC SPORT

A Research Paper

Submitted in Partial Fulfillment for the Subject in

RSC S112

QUALITATIVE RESEARCH

By

Aclon, John Andre P.

Fat, Rhean Joy Therese R.

Lucas, Monica

Namias, Maryrose

Ojoy, Diana Nicole


INTRODUCTION

Background of the Study

Throughout the years, technology sets up advancement in the society for the collection of

data, information, and knowledge. Although it is significant for human life, we did not realize

the supplemental contribution of technology when it comes to entertainment like movies, games,

and other online services. The never-ending desire of people when talking about services and

products led companies to create new and unique satisfaction in the matter of entertainment.

Devices like computers and smartphones enable people to access many kinds of usage depending

on what they need. E-Sports goes all the way back to the nineties, gamers are being identified as

‘athletes’ because it has even been introduced in colleges in the form of an intercollegiate

athletic sport. Some university athletic departments have made E-Sports an official sport where

scholarships are granted to collegiate eSport athletes (Esias, 2018). There has been an argument

pertaining to whether competitive video gaming can be defined as sport. Cambridge University

define sports as “a game, competition, or similar activity, done for enjoyment or as a job,

that takes physical effort and skill and is played or done by following particular rules”. Although

video games follow a set of rules and could be competitive, it doesn’t really fit in the sense of

exerting physical effort it more likely exert mental processes, critical thinking, and fast decision
making skills. This topic foretells how some people perceive games as a distraction for learning

and education of students.

Statement of the Problem

The study aims to know the Perceptions of G11 students in Jose Rizal University in E-Sports as a

Competitive Online Game to consider it as an Athletic Sport

1. What is the demographic profile of the respondents in terms of:

A. Age

B. Gender

C. Strand

2. Did you play any of these games? Cite at least two.

3. What pushed you to play this game?

4. How did you feel when you play any of these games? What are the effects of it to you?

5. Can you consider this as a kind of athletic sport?

6. Do you feel unfairness in terms of exerting effort compared by means of play style?

7. Do you think it’s necessary for people to


Conceptual Framework

ESports

Online Gamers
Non-Online Gamers

Factors that pushes


them

Effects

Significance of the Study

Future Researcher, The information that we have gathered from our study it can be benefit to

the future researcher; the researcher will be able to know the different perceptions of the senior

high students of Jose Rizal University considering E-sport as a sport.


Future Senior High Student, This study will benefit not just to senior high but also to the

different grade level. The result of this study give some ideas and knowledge about the E-sport

as a competitive online game to consider it as a sport.

Professor, the professor may be able to understand the perception of the student about E-sport

considering as a sport and if the professor understand the situation of the students, they may be

able to do better in their academic.

Athletes, athletes who are or might not in favor of considering Esports as an athletic sport can

have the knowledge to understand the side of not only the gamers themselves but also those

people who support competitive online games.

Gamers, people who play competitive online games will have information that people are

having an argument or debates about the said topic. They could also acknowledge the side of the

athletes about the consideration of competitive online gaming to be in the level of traditional

athletic sports.

Parents, parents will know that competitive online games are not just a distraction but also an

opportunity for them to be able to showcase their talents. Many national competitions have been

letting these gamers to participate in order to win in exchange of money.

Scope and Delimitation


This study is descriptive in nature and focused on the competitive online games and if it can be

considered as an athletic sport. The primary data gathering method used was interview to

determine the student’s perception on e-sports to be considered as a competitive online game

base on their observations and through their interactions. This study will be conducted around

the Jose Rizal University Campus (JRU) at 80 Shaw Boulevard, Mandaluyong City. The

participants are Grades 11 and 12 students of JRU, regardless of age and their strand.

Specifically, students are going to be asked whether they consider themselves as a gamer; varsity

students of JRU are also being asked upon so the data among two parties will be recognized.

Operational Definition of Terms

1. Online Games - games that are played with the use of internet connection.

2. ESports – a type of competitive plays that deals with online games.

3. Athletes – respondents who is trained in games or athletic sports.

4. Gamers – participants who play video games or online games.

5. Technology - serves a medium for people to access information as well as entertainment.

6. Varsity - starting team in sports at Jose Rizal University.

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