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Chapter 1-3 (Research G2)
Chapter 1-3 (Research G2)
Presented to:
Practical Research 1
Perez, Breanna
Ponce, MCXL
STEM A-1
January 2020
Chapter 1
background of the study, statement of the problem and the theoretical and
conceptual framework. It also incorporates the significance of the study, its scope
the Internet (Ray, 2006). With the onset of technological advancements, Internet,
mobile phones and computers had been present in the lives of young individuals
living in the 21st century. As programmers began to tinker with technology, online
computer games had risen and impacted the lives of these individuals. In the
past years after the advent of these online games, research studies suggested
both the negative and positive aspects of these phenomena. Several studies
regarding the online gaming addiction and its potential negative effects to the
these, the impression of the social concept of online gaming has been
unfavorable. On the other hand, despite the massive studies about addiction
regarding online games, there are actually benefits of online gaming and these
are proven by research studies. Granic et al., (2014) imposed the benefits of
Online gaming has been proven to improve physical aspect in terms of faster
reaction time and hand-eye coordination (Chandra et al., 2015). Playing online
strategies since these concepts are related in playing for gamers’ outmost priority
is to win.
In the recent years, the concept of online gaming has evolved and
showcase gamers playing skills and this has become something to look forward
had adapted to these situation and made official teams that are competing
globally. Several parts of the country had also implemented online gaming
competitions. Online gamers are scattered across the country and the city of
Dipolog is not an exemption. Within the vicinity of Dipolog, there were even
gaming. Majority of the local studies had explored the effects and impacts of
individuals. Because of this situation and the imposed benefits of online gaming,
the researchers want to explore the positive side of online gaming in terms of
a. Critical Thinking
b. Creative Thinking
a. Mood Management
a. Self-Determination
The main objective of this study is to know and describe the perception of
competitive gamers in Andres Bonifacio College. The study paradigm shows the
these gamers. The competitive gamers will be asked about their perception of
reaction time and hand-eye coordination. From the narration of the competitive
competitive gamers.
Theoretical Framework
framework proposed by John von Neumann, John Nash and Oskar Morgenstern.
This theory, which often called the science of strategy, is utilized for conceiving
This study will also be anchored with the learning theories called
and focuses on internal processing of information. In this theory, the learners are
active participants in the learning process. The theory entails mental activity as
received, organized, stored and retrieved by the mind (Ertmer & Newby, 2013).
Human’s mind is a mirror from which new knowledge and skills will be reflected.
This theory is about understanding and processing information one receives and
relates it to what is already known and stored within memory in order to improve
investigate online gaming and other related topics. The research study
Parents – This study will help the parents of student gamers to be aware
improvement.
improvement.
Scope and Limitations of the Study
improvement. The study will be conducted within the vicinity of Andres Bonifacio
College. The subject or participants of the study will only be competitive gamers
who participated in official online gaming competitions with ages ranging from
thirteen to twenty-three and will not involve other participants who do not qualify
these criteria.
The research data will come from the interviews of the selected
The study will discuss the perception of competitive gamers towards the
the topic does not generalize the perception of all the competitive gamers on
Competitive Gamers– pertains to gamers who plays online games and has
competitive gamers
aspects
Perception – the way that someone thinks and feels about a company, product,
Online gaming –also called electronic game playing is the act of playing over a
Hand-eye coordination–the way that one’s hand and sight work together to be
2020)
Reaction time – the time elapsing between the beginning of the application of a
Dictionary, 2020)
Online games – a games which is or can be played over a computer network (in
later use especially the Internet); especially (in late use) a video game which
(Lexico, 2020)
Chapter 2
This section includes the literature and studies from articles and previous
research papers and journals related to the study of student gamers’ perception
Literature
a distraction and others see it as a great pass time. (Spencer,2019). There are a
majority of people though that sees gaming as a reason for shooting up schools
(Markey et al., 2019) that even the current US President suggested that video
games are influencing the youth to commit such acts. However, studies
They discovered that violent games do not cause aggression. However, what
they did find was that an increased difficulty of any hobby and failing to do it does
indeed invoke aggression. Going back to video games, this does not invoke
aggression but rather it is the difficulty that it was presented with it and it does not
only invoke aggression, it also invokes creative thoughts and processes. Simple
games such as Pac-Man are enough to invoke quick thinking capabilities and
decision making to the person playing the game. Wulandari and Harnadi (2014)
did a study on this and delighted with what they found. They discovered that
among the 10 people children, 8 had the top scores in the test after they played
the game Pac-Man. Wulandari and Harnadi’s study was reinforced with the paper
that Feng and Spence (2014) which basically states that gaming increases the
attentional capture and visual selective attention of a person while also
According to Tumbokon (2018), video games can change the brain (C.
Shawn Green) and its functioning. The changing of brain’s structure in playing
video games is similar when one is learning different things (e.g reading, playing
piano and navigating using map). Neural circuits in building the brain were
such as problem solving ang logical skills, spatial skills, planning and resource
gaming causes harm to a gamers emotional health and mental health. However,
playing online games is beneficial to the cognitive ability of a gamer, including the
Cognitive
analysis conclude that the gains from cognitive skills resulting from
this meta-analysis stated that cognitive skills can be learned from video
games in as short period of time, and most importantly, these skills are
imagination. New evidence that playing any form of video game, whether
Adachi and Willoughby (2013) also concluded that strategic video games
incremental changes of grey shades and a vital block for vision than non-
games, also suggest that aside from vision, playing video games also
irrelevant tasks.
Motivational
Granic et al., (2014) stated that online video games use failure as
involved in online video games will teach and practice persistence to the
players. Moreover, the players are highly motivated to reach their goal
Emotional
Engel et al. (2014) stated that gaming can be one of the most
efficient and effective way to create positive feelings for children and
and players report that positive emotions were a conscious motivation for
video games are used to make them feeling better and to what extent the
use of games is turned into an evasive strategy which results in more
negative effects. Games are not only generating positive feelings but also
rage, fear, and sadness. Anxiety and anger will be possibly complicate re-
evaluation techniques.
management.
Psychomotor
assessments used in this study and supported the hypothesis of the study
and reduces stress levels. The effects of the AVG training instigated
of psychological assessment.
Chen et al. (2016) conducted a study for the issue of
non-gamers to play non-action video games and action video games for 5
games and non-action video games, while non-gamers did not improve in
gamers reacted faster but not impulsive than the non-gamers. To sum it
up, action video games do not lead to issues with sustained attention than
RESEARCH METHODOLOGY
gathering organized data of the research study such as the research design,
ethical considerations, and limitations of the study. This section will discuss the
Research Design
the study for it deals with the perception and thoughts of the competitive gamers
the purpose of the study is to know and describe the perception of the
competitive gamers, the descriptive method will be used since it answers “what”
its aspects (Dudovskiy, n.d). With this method, the perception of the participants
assumptions and biases about the phenomenon will be set aside as the research
design permits the researchers to explore into the perceptions, perspectives and
feelings of the participants who have actually experienced and are involved in the
will range between 5-25 participants. The study will require 5-20 respondents
under the institution of Andres Bonifacio College. The participants must be highly
share their perception, perspectives, feelings and experiences. The study will be
participants for the researchers have set criteria and qualifications for the
respondents relevant to the study. The subject or participants of the study will
competitions with ages ranging from thirteen to twenty-three and will not involve
other participants who do not qualify these criteria. The primary data gathering
method that will be utilized in the study will be one-on-one interview in order to
determine and understand the perceptions of the competitive gamers towards the
College, College Park, Dipolog City, specifically, a room in the High School
Sampling Method
who participated in official online gaming competitions with ages ranging from
to reach the number of participants required, chain sampling method will then be
utilized. A sum of 20 participants under the institution of Andres Bonifacio
Instruments Used
that will be used is one on one semi-structured interview. By the use of the three
able to help researchers gather a more elaborate data for it can be answered
with each participant’s distinct perspective and perception which will trigger a
longer conversation for further inquiry and understanding and a chance to amplify
gaming. All interviews are going to be recorded and backed up in order to obtain
obtained.
Data Collection
the interviewer and the relationship between the interviewer and interviewee.
The process that will be observed for the data collection will be as follows:
School and Mrs. Angie V. Atenta, the Principal of Senior High School,
informing intention to conduct a research on competitive gamers under
the study. Once the participants approve to the consent, they will be given
the authority to choose the proceeding time of the interview with respect
quietness.
information if they opt to. The researchers will observe tactfulness and
In analyzing the interview data, the researchers will use the thematic
Step 1: Transcription
The researchers will listen to all the recorded audio and will make notes
on the participants’ answers. Two recording devices will be used in order for the
The transcribed data will be arranged into meaningful units. This will be
The researchers will use the data gathered to interpret into different
Step 4: Generalization
chronological order.
Step 5: Validation
The researchers will go back from step one to step four to re0check the
transcripts. The data collected will undergo data cleansing to ensure its validity.
Ethical Considerations
researchers
Aggarwal, V. (2019). Retrieved from Cognitive Benefits of Online Gaming.
Retrieved from https://www.rummycircle.com/blog/cognitive-benefits-of-
online-gaming/
Bavelier. (2014). Play that can do serious good. Retrieved from https://www.se
manticscholar.org/paper/Video-Games-Adam-Eichenbaum-Daphne-Bave
lier-Green/0b186ca86e16c9ff704c4ca5412109f6fef87af6
Bavelier, D., Green, S., & M., D. (2009). Increasing Speed Of Processing With
Action Video Games. Retrieved from https://www.ncbi.nlm.nih.gov/pmc/ar
ticles/PMC2871325/
Feng, J., & Spence, I. (2014). Retrieved from How Video games benefit your
brain: https://www.researchgate.net/profile/Ian_Spence2/publication/2513
68869_How_Video_Games_Benefit_Your_Brain/links/00b495320b3fa628
d8000000/How-Video-Games-Benefit-Your-Brain.pdf?origin=publication_
detail
Fishman, A. (2019). Retrieved from Blame game: violent video games do not
cause violence: https://www.google.com/amp/s/www.psychologytoday.co
m/us/blog/video-game-health/201907/blame-game-violent-video-games-
do-not-cause-violence%3famp