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INTRODUCTION
INTRODUCTION
AS AN ATHLETIC SPORT
A Research Paper
RSC S112
QUALITATIVE RESEARCH
By
Lucas, Monica
Namias, Maryrose
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
The study aims to know the Perceptions of G11 students in Jose Rizal University in E-Sports as a
A. Age
B. Gender
C. Strand
4. How did you feel when you play any of these games? What are the effects of it to you?
6. Do you feel unfairness in terms of exerting effort compared by means of play style?
ESports
Online Gamers
Non-Online Gamers
Effects
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
different grade level. The result of this study give some ideas and knowledge about the E-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
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
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
considered as an athletic sport. The primary data gathering method used was interview to
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.
1. Online Games - games that are played with the use of internet connection.