You are on page 1of 10

NAGA COLLEGE FOUNDATION INC.

Mt. Villanueva Street, Naga City

4400

Perceptions of Grade 12 Humanities and Social Science Students of Naga College Foundation Inc. on the
Contributions of Multiplayer Online Battle Arena (MOBA) Games to the Youth Violence

ANONUEVO, Raynaldo C.

BASMAYOR, Erickson D.

DELA CRUZ, Robin Anthony R.

DELA PAZ, John Aryel F.

MANGARIN, Mark Sherwin C.

URSUA, Clark Robert S.


DEDICATION

To our families, we wish to thank them for their unselfish support emotionally and financially that makes
us complete our research.

Mr. and Mrs. Anonuevo

Mr. and Mrs. Basmayor

Mr. and Mrs. Dela Cruz

Mr. and Mrs. Dela Paz

Mr. and Mrs. Mangarin

Mr. and Mrs. Ursua

Alitheia

Friends

RAYNALDO CABALLERO ANONUEVO JR. ERICKSON DELOS SANTOS BASMAYOR. ROBIN ANTHONY
ROSERO DELA CRUZ. JOHN ARYEL FRIAS DELA PAZ. MARK SHERWIN CORDERO MANGARIN. CLARK
ROBERT SEGUNLA URSUA.

Writers

September, 2017
ACKNOWLEDGEMENT

The researchers would like to express their gratitude to the people who helped them complete
the study.

Mrs. Leticia Blancaflor N., their beautiful energetic adviser in research, for her guidance,
suggestions, comments, patience, and sharing her knowledge in forging and polishing this study.

Ms. Irene Lopez, the researchers’ class adviser, for giving moral support.

The randomly selected Grade 12 Humanities and Social Science Students, the respondents of
this study, for giving their time and effort in answering the questionnaires with all their heart and soul.

Mrs. Mangarin, for letting the researchers to use her printer for free.

Parents of the researchers, for giving financial and moral supports, understanding and effort to
develop the researches’ confidence and intellectual capacity in conducting this study.

To the researchers’ classmates, for giving suggestions, ideas, and cooperation to the
researchers group.

The researchers would like to acknowledge our Almighty God, for giving unlimited blessings,
providing strength, courage, knowledge, determination, to handle every challenges and difficulties
towards the fulfilment of the researchers study.

To everyone, thank you very much…

THE RESEARCHERS
ABSTRACT

ANONUEVO, Raynaldo C. | BASMAYOR, Erickson D. | DELA CRUZ, Robin Anthony R. | DELA PAZ, John
Aryel F. | MANGARIN, Mark Sherwin C. | URSUA, Clark Robert S.

Perceptions of grade 12 humanities and social science students of Naga College Foundation Inc. on the
Contributions of Multiplayer Online Battle Arena (MOBA) games to the youth violence

Naga College Foundation Inc. Naga City

KEYWORDS: Perception, Contribution, Multiplayer Online Battle Arena, Humanities and Social Science,
Youth Violence, Students.

This study aims to know the perceptions of grade 12 humanities and social science students of Naga
College Foundation Inc. for the month of September school year 2017-2018. The study aims to answer
the following problems: 1. Why are Grade 12 students engage themselves on playing multiplayer online
battle arena games? 2. What benefits do students get from playing multiplayer online battle arena
games? 3. Does multiplayer online battle arena games contribute to youth violence?

This study is anchored to the theory. Patricia Voydanoff, Ph.D. of University of Dayton, cites Urie
Brofenbrenner in defining the Ecological Systems Theory as an approach to study of human
development that consists of the scientific study of the progressive, mutual accommodation, throughout
the life course, between an active, growing human being, and the changing properties of the immediate
settings in which the developing person lives, as this process is affected by the relations between these
settings, and by the larger contexts in which the settings are embedded. This theory has been adapted in
the public health field and evolved into the social ecological theory, which involves intervention at both
the intrapersonal and interpersonal level. Intrapersonal factors are those things that occur within the
individual self or mind, comprised of knowledge, attitudes, beliefs, and experiences. Interpersonal
factors exist between people. Because there is an interrelation between a person and his or her
environment, we also look at relational, institutional, community, and societal factors. The researchers
choose this theory as the framework for approaching youth violence systems because the researchers
believe that youth are autonomous as individuals while simultaneously subject to external factors. The
researchers assume that multiplayer online battle arena games are one of the environments that
contribute to the youth violence.
The descriptive method was employed in the study. Descriptive method was used to determine
why are Grade 12 students engage themselves on playing multiplayer online battle arena games, what
benefits do students get from playing multiplayer online battle arena games and does multiplayer online
battle arena games contribute to youth violence? The researchers will formulate some questions that
will be attached to the questionnaires checklist, each question has three options that will be answered
by the respondents based to their opinion and feelings. The researchers will give some discussion to the
respondents of what is the study all about. After some brief discussion, the researchers will give
questionnaires checklist to be answered by the respondents. After the answering the questionnaires
checklist, the researchers will gather the checklist and the researchers will tally the results.

The major conclusion of the study ar the following: 1. the researchers’ question number one “why are
Grade 12 students engage themselves on playing multiplayer online battle arena games?” Most of the
respondents said that they just play multiplayer online battle arena games sometimes, they just play for
their past time, also they play when their friends invited them to play and the usually they play for about
1 to 3 hours. 2 the researchers’ question number two “what benefits do students get from playing
multiplayer online battle arena games?” The benefits are being happy while playing multiplayer online
battle arena games and satisfied after playing multiplayer online battle arena games on the other hand,
they feel sad whenever they lose a game. 3. the researchers was able to know the perception of the
grade 12 humanities and social science students of Naga College Foundation Inc. on the contributions of
multiplayer online battle arena games and majority said that it is more annoying to have a poor
connection rather to have pro opponents and weak teammates. The respondents tends to ignore when
someone’s insulting his play and the lastly the mostly of the researchers said that they do not apply their
aggression in game to their daily life.
Chapter I

INTRODUCTION

“E-sports will rival the biggest traditional sports leagues in the terms of future opportunities.”

People nowadays, are dependent to the technology, people use various kinds of electronic
devices to search, browse, and to get socialized or updated on what is happening throughout the whole
world, and one of the use of technology is the e-sports.

The researchers based their study in the present status quo of the Philippines considering that
the Philippines was already invaded by the e-sports. E-sports are a kind of a sport which is virtually
played, they are also played in professional competitions, usually fall into a few major genres. One of
these genres is the Multiplayer Online Battle Arena games or the MOBA. This genre was the most
popular in terms of participation and viewship, MOBAs’ are typically team focused, usually it is being
played by five (5) players each team, each of one control a single unit called “hero” or “champion” and
generally played on personal computers. Defense of the Ancient 2 or also called as DOTA 2 and League
of Legends or LOL are those games that falls with this kind of genre.

For the past years, there are news in televisions where there are youths who turned into a mad
man and outraged just because they lost a single match. They were mad because of being defeated due
to having an opponent with has a better skills than to the player itself or having a “noob” or weak
teammates that leads to their loss or in some instances, they enrage because of the poor connection or
disconnection while they are playing in the middle of the game and some electrical interruptions.

The researchers’ study aims to answer the question “does multiplayer online battle arena games
contributes to the youth violence?” This is why the researchers came up with an idea to create a study
where the researchers will ask respondents to answer the question based to the respondents’ point of
view.

The researchers entitled the study “Perceptions of grade 12 humanities and social science
students of Naga College Foundation Inc. on the contribution of multiplayer online battle arena games
to the youth violence”.

The researchers’ aims to give an informative data that can help to give knowledge to the mind
of the readers of what is the perceptions of grade 12 humanities and social science students of Naga
College Foundation Inc. on the contributions of multiplayer online battle arena games to the youth
violence.

As a whole, this study will be useful for everyone to have proper information about the
contributions of multiplayer online battle arena games to the youth violence. The information will be
very useful on terms of discussions, debates, educational purposes and for future studies.

Statement of the Problem

This study aims to know the Perceptions of Grade 12 Humanities and Social Science Students of
Naga College Foundation Inc. on the Contributions of Multiplayer Online Battle Arena (MOBA) Games to
the Youth Violence. Also this study aims to answer the following questions:

Specifically this study will answer the following questions:

1. Why are Grade 12 students engage themselves on playing multiplayer online battle arena
games?
2. What benefits do students get from playing multiplayer online battle arena games?
3. Does multiplayer online battle arena games contribute to youth violence?

Scope and Delimitation

This study aims to know the perceptions of grade 12 humanities and social science students of
Naga College Foundation Inc. on the contributions of multiplayer online battle arena (MOBA) games to
the youth violence. This study will be done with the month of September. Social research will be used in
the study. A total of 20 respondents will be used, they will be randomly pick by the researchers’. The
researchers will distribute questionnaires that will be answered by the said respondents.

This study is limited since only a qualitative research will be used. The study is only limited to
know the perceptions of humanities and social science students of Naga College Foundation Inc. on the
contributions of multiplayer online battle arena games to the youth violence.
Significance of the Study

This study aims to know the perceptions of grade 12 humanities and social science students of
Naga College Foundation Inc. on the contributions of multiplayer online battle arena (MOBA) games to
the youth violence. Also this study will benefit the following:

Multiplayer Online Battle Arena Players. The person who plays multiplayer online battle arena
games will be benefited by this study because they can relate to the views of humanities and social
science students of Naga College Foundation Inc. on the contributions of multiplayer online battle arena
games to the youth violence.

Family. The family members can grasp a better understanding towards to their sons and
daughters who plays multiplayer online battle arena games.

Computer Shop Owner. The computer shop owners can use the information to understand the
psychological behavior of a player and to regulate the players to avoid undesired actions

Department of Education. This department can use the information to give a better
understanding to significant relationship between the multiplayer online battle arena games and the
youth violence, most likely the players of multiplayer online battle arena games are students.

Future Researchers. This study will help the future researchers because the findings would be
their reference if their study is quite the same with the study. The things that will find out in the study
will be their basis in conducting their future research.
Definition of Terms

Multiplayer Online Battle Arena games (MOBA) – A virtual game genre that usually played by five (5)
players each team and played in personal computers.

Humanities and Social Science – A track in senior high school that focuses on the disciplines and ideas in
social science and applied science.

E-sports - Are a kind of a sport which is virtually played, they are also played in professional
competitions.

Defense of the Ancient (DOTA 2) – A game that was developed by Blizzard entertainments in
partnership with steam.

League of Legends - A game that was developed by Riot, inspired by DOTA 2

Youth Violence - A pressing issue that were youths are being involved into violent actions towards to
the society.

Outrage – An extreme anger or a strong feeling of unhappiness because of something bad, hurtful, or
morally wrong.

Noob – A slang word which means weak player.


Reference

:http//www.redit.com/e20%?/sports20%/

:http//http.leagueoflegends/forums20%/

:http//www.google.com/CNN20%/News20%/proxy

You might also like