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A Thesis
Presented to the
Institute of Physical Education and Athletics
University of Santo Tomas
In Partial Fulfillment
Of the Requirements for
SWM 124 – Research Methods 2
By
BRAVO, Kena Kenesha D
CABAHUG, Mart Clarence M.
CAPILI, Joseph Merrill M.
CAPISTRANO, Faith Danielle B.
CARIGA, Jaffary B.
December2018
Acknowledgement
Lastly, to our God Almighty Father all His blessings and guidance.
He is the source of our strength and wisdom that helped in finishing our
thesis. THANK YOU
The researchers
UST – INSTITUTE OF PHYSICAL EDUCATION AND ATHLETICS
TABLE OF CONTENTS
Introduction …………………………………………. 1
Background of the Study…………………………… 1
Theoretical Framework ……………………………. 5
Research Paradigm………………………………... 8
Statement of the Problem…………………………. 9
Hypothesis …………………………………………. 10
Scope and Limitations of the Study……………… 10
Significance of the Study…………………………. 11
Definition of Terms ………………………………… 12
Recommendation………………………………….. 59
BIBLIOGRAPHY ……………………………………………………….. 61
UST – INSTITUTE OF PHYSICAL EDUCATION AND ATHLETICS
LIST OF TABLES
Table PAGE
1 Frequency and percentage of event, age, and gender 44
2 Mean and Standard Deviation of Familiarity 45
3 Mean and Standard Deviation of Perceived Social Support 47
4 Regression value of Perceived Social Support and 49
Familiarity according to Age
5 Regression value of Perceived Social Support and 51
Familiarity according to Gender
6 Regression value of Perceived Social Support and 53
Familiarity according to University
LIST OF FIGURES
Figure PAGE
1 Research Paradigm of the study 9
2 Data Gathering Procedure for the study 39
LIST OF APPENDICES
Appendix PAGE
A Instruments 65
B Certifications 72
C Letters of Communication 74
D Documentation 76
E Curriculum Vitae 78
UST – INSTITUTE OF PHYSICAL EDUCATION AND ATHLETICS
1
CHAPTER 1
PROBLEM AND ITS BACKGROUND
eSports industry and its participants have shaped the public view of the
activity; thus, parents and other adults do not encourage and support the
activity in the same manner which garner their attention to the negative
effects of playing such sort of game including online games addiction and
social isolation. Going back to its historical track, its popularity which has
compare their abilities with and against other players. From there, various
indeed, held under sport-like forms, as ‘sports’, with new label ‘Electronic
various part of the world such as Korea, China, Russia, Hungary and
2010).
the setting of the game. Additionally, video games are often described as
3
application of skill. Similarly, Jonasson and Thiborg (2010) cited that the
culture would reveal that eSports was easily adapted by the Filipinos
primarily due to their fatalism and indolence. Thus, eSports is yet another
“On the Indolence of the Filipinos.” Accordingly, this indolence was not
colonizers who desperately tried to live in the Philippines much like how
they themselves lived in Spain. In doing so, they brought over Spanish
eSports.
4
pointed that the apparent value and several potential positive implications
eSports in the Philippines is still developing, and has still its own setbacks.
industry also must deal with its members and be conscious of its effect on
and has been an issue for not only defining eSports, but also for drawing
& Sjöblom, 2017). This struggle with the negative perception and lack of
potential perceived social support eSports athletes can get. Pilisuk (1982),
5
in this matter, stated that social support pertains not only with the material
Athletes, in terms of mental capacities that are being evaluated in the field
in the academe and in sports, to be more familiar about the positive sides
of eSports and its possible benefits to our society. Further, this study
support they need for them to continue operating and gradually earning a
Theoretical Framework
Therefore, this research builds past hypothesis about social help that
eSports players can acquire, particularly the Social Identity Theory (SIT).
the feeling of an individual about their identity that relies upon the groups
selfhood, but rather different selves and personalities related with their
groups, a sports team they follow, their family, their country, and the area
and Taylor 1991). Since members are placed in the same social field and
in the same group (i.e., revealing similar data from a similar viewpoint),
Next is the Social Identification which adopts the identity and his /
her actions in ways that they are aware of how the group acts, developing
the group, contrasting our group (the in-group) and another (an out-group)
keeping the confidence that you and your group will look at in favor
against others.
The entity of the Mere Exposure Effect Theory and Social Identity
several factors and how this familiarity affects the amount of support that
familiarity and perceived social support by using the mere exposure effect
Research Paradigm
both the familiarity and perceived social support. Clarifying the concept,
perceived social support is the perception and actuality that one is cared
for, has assistance available from other people and that one is part of a
the country. A feedback towards the process and input was emphasized
Figure 1
Research Paradigm
a. age, and
b. gender?
a. age;
b. gender, and
c. university?
athletes are getting will increase when the familiarity towards esports is
higher.
paper were the amount of time to finish the study, amount of time that the
respondents were available, and time for the respondents to answer the
The findings of this research paper will help the following people
and institutions:
athletes about the current situation, the familiarity and support of the
people lack familiarity with it. With the understanding of the community to
and misconceptions.
programs related to eSports, the result of this study can help inform
athletes who will compete internationally. It can also help them in giving
may replicate this present study using other significant variables which
Definition of Terms
operationally:
is cared for, has assistance available from other people, and that one is
measured the perceived social support that the student athletes are giving
towards eSports.
CHAPTER 2
divided into three (3) different themes entitled Perceived Social Support,
Familiarity, and eSports. These related studies and literature were taken
activities served as the primary focus. An empirical study of how and what
gameplay. It was determined that even though most players started out as
frequent acts of helping through both tangible and intangible means within
support. They found that in the context of eSports, the fact that the team-
relationships. They also found that the distinction between bridging and
bonding social capital was very different in the context of eSports. The
frequent acts of helping through both tangible and intangible means within
the game. Such in-game informational and instrumental supports often led
functions not only remain within the context of the game but also “bled” out
skills and made it possible for them to interpret their society, nature and
was used in the study. The study group included a total of 24 teachers
16
participate in the study. The research data were collected via semi-
was a personal and social element to game playing and that the specific
game playing.
17
field have been growing. The study defined and measured the main
factors that caused the growth of eSports. To accomplish this, the thesis
research the existing literature within the project domain, where the
further used to understand the field, and work as the outer layer of the
the live audience from 2014-2019, while the virtual streaming audience
which periodically gathered data to know the best possible way to deliver
adults who had at least one living adult child and at least one living parent
parents did not only mean benefiting from the recipient of support but
knowledge about the games being played, novelty and eSports athlete
scale for sports consumption which is one of the most widely applied
definition for eSports and further discussed how eSports could be seen as
a form of sports.
sport and assessing them for eSports. Although most researches focusing
and not ultimately generalizable, it was obvious that eSports also has
developments of the eSports business, one could argue that eSports are
gamification in its purest form and can render, thanks to its unique setting,
memorable experiences.
In contrast, Funk, Pizzo, and Baker (2017) argued for the inclusion
legal issues of eSports as sport, (c) labor issues, (d) diversity and gaming
culture and (e) who owns eSports. As a result, sport practitioners and
focused on the factors to generate bridging and bonding social capital and
eSports was posted in the news sections of the websites of the ESL
clan bonding social capital and clan bridging social capital. Familiarity was
positively related to both clan bonding social capital and clan bridging
capital and clan bridging social capital were significant predictors of offline
social support. The researchers concluded that the social proximity seems
clan-related tasks have a better chance to get in touch and thus to benefit
a theoretical framework that was built on the concept that eSports should
be considered a sport. The first part of the paper analyzed the definition of
a sport and determined that competitive video games should apply to the
meaning. The second part of the paper discussed how the National
emerging sport for women. The author stated that future researchers
and for women. Second was the lack of gender identification needed
within the eSports community. The third topic that required additional
last topic that could be investigated was the definition of amateur and
Familiarity
perceived that: (a) MBVGs are fun and enjoyable and would increase
activity, and (c) MBVGs do not always mirror the same fundamental
to note that only two of the respondents were even moderately familiar
with eSports. The data provided a clear indication that the overall
at a professional and collegiate level are low based from the information
residence, and gender and the distribution of Internet addiction acriss age
between the purpose of Internet use and age and if this interaction
25
asked to appraise whether they use the Internet more often for
serious addiction. Male participants contributed most for using the internet
from 15-16 who had the highest internet addiction level and used the
internet for school whilst the youngest age group who only used internet
for school purposes were found to have the lowest level of internet
environment for education. The aim of this paper was to explore how the
contexts. The results showed that participants who indicated that they
played video games had significantly lower GPAs than participants who
indicated that they did not play video games. There were no significant
26
found that those individuals who indicated that they did play video games
had significantly lower GPAs than students who indicated that they did not
play video games. This finding was consistent with that of Anand (2007),
Khoo (2012) stated that the appropriate use of social networking, eSports
and the internet were topical issues that were manifested in today’s
concluded that violent video game use has an effect on aggression. This
aggression. The impact of exposure to violent video game use few of the
understand the types of games older adults are willing to play and their
years of age or older. Gamer status was used to figure out whether a
with and without previous digital game experiences wherein older adults
functional independence for older adults. With that being said, with this
information, digital games may use this to allow older adults to reward
sports, or competitive video gaming) was relatively new but had quickly
eSports
old. Forty-three percent of gamers were in the 18-49 year old age bracket
and 19% were over 50 years. The sample consisted of 82.9% male and
borrowed from Lee, Cheon, Judge, Shin, and Kim’s (2010) study and
included the use of existing scales from Kim and Ross (2006) and Sherry,
analysis showed that there was a personal and social element to game
study highlighted that skill building for actual playing of sport inversely
motivates eSports gamers and thus would not be a strong impact for
question internet survey included 18 ten-point Likert scale items and six
movements, but were different regarding effort and leg, finger/grip, and
jumping movements.
30
Also, Curley and Nausha (2016) identified the challenges and best
concerned with the latter group and aims to identify the challenges they
various areas of the eSports value chain, the researcher sought to identify
the key risk points, challenges, and best practices for developers and
over the years. Competitions are widely held in the countries of Europe,
Asia, and the United States. ESports venues and facilities had increasing
demand over the years but a lot of venues that are used for other
professional sport are now used to host eSports competitions. The study
changing environments and the draw for hosting eSports events were
measured using the Open Systems theory. The results showed that there
experts so that outside companies to gain the insight for success and
traditional sport and 2 eSports games. The results showed that 11 out of
15 motives were identified using the MANOVA type of data analysis. The
family bonding. The study demonstrated that eSports and traditional sport
were similarly consumed. The overall results showed that eSports could
be marketed the same way as traditional sport because of the high degree
for spectators of each sport event. The study advanced the discussion on
sport like (e.g. physical skill of athletes) still served as motives for eSports
consumption.
In this study too, the researcher found that the elements of the
and Buhl's (1992: 318) view that life projects were inclusive of “community
even abandon their career trajectories if they found them conflicting with
as they play games earlier in life, spend time in playing more frequently
showed that skills in gaming differ in both genders that might discourage
computing and computer network technologies, one that, thus far, has
evoked much more heat among parents and politicians than light in the
the larger social and political debates evoked by e-games. But eSports is
not there yet, despite its fast development. Still, the characteristics may be
progress.
Regardless of the term used, Jenny et. al. (2017) emphasized that
eSports is now becoming more accepted as sport and gamers are being
CHAPTER 3
RESEARCH METHODOLOGY
interpretation of data.
Research Design
allows the development of questions for further study but does not assess
football’s men’s and women’s senior division from the eight UAAP schools
With the limited studies conducted about the familiarity and the
familiarity with eSports in general and its use on college and university
title, etc.).
the level of the research subjects in relation to the research goals, this
Kestner (2006) for the purpose of her research and those changes to the
questionnaires were used for this study. The changes were minor
including the removal of the first question which asked the list of specific
individuals who provided that type of support and in place of that was a list
of people that the participants ranked in order of importance for each type
each athlete perceived and who provided the support. It was administered
INITIAL PHASE:
WORKING PHASE:
TERMINATION PHASE:
Figure 2
Data Gathering Procedure
40
During the initial phase, letters were sent to the Director and
conducting the study. Upon their approval, the letters of consent were
containing the letter of consent and the survey were distributed online.
After gathering the questionnaires, the data gathered was encoded and
Ethical Considerations
paper:
may decline to answer any or all questions and she/he may terminate her
observed.
researchers hoped that the information obtained from the study may
inform eSports athletes about the current situation and the familiarity of
study. Student-athletes who decided to take part in this study were asked
gave credit where credit is due and never plagiarized in any form.
Data Analysis
study;
data on profile.
CHAPTER 4
Manila.
Table 1
Frequency and percentage of event, age, and gender
Table 1 show that most of the respondents came from the football
respondents were from the age bracket of 18-20 years old having a
percentage of 52.5%.
A. Familiarity
Table 2
Mean and Standard Deviation of Familiarity
Questions Mean SD
4.76 1.19
1. I am familiar with computer games.
2. I am familiar with the genres of 4.23 1.25
computer games (eSports) (mmorpg,
battle royale, moba,etc.)
3. I am familiar with professional 3.94 1.39
computer gaming (eSports)
competitions
4. I am familiar with the issues of online 3.89 1.39
gambling in computer games (eSports)
5. I am familiar with the incentives and 3.98 1.50
prizes in computer games on a
professional and amateur setting
(eSports)
6. I am familiar with eSports clubs at my 3.27 1.56
campus.
familiarity. The table shows the familiarity with the highest mean score
which is “I am familiar with computer games” (4.76), and the lowest mean
Knowledge on eSports programs and clubs are extremely low for older
people. She also stated that the reason why eSports program or clubs
concerns. Some of the concerns entailed not being able to provide athletic
financial aid, Sugishita (2015) further stated that the respondents indicated
With what Sugishita (2015) stated, it is also the same with the
campus (if there is) it is relatively low even if the respondents age bracket
is younger and is more engaged with computer games and eSports. But
with the popularity of computer games/eSports and with this digital age, it
Table 3
Mean and Standard Deviation of Perceived Social Support
Questions Mean SD
perceived social support. The table shows the perceived social support
with the top two (2) highest mean scores which are “It is important to
support are more frequent e.g. advice and emotional support are not
tangible forms of support e.g. practical and financial assistance are finite.
interact and share perceptions of the team, which, in turn, should increase
athlete, denominator would be both are athletes with their own specialty of
fields, and it would be likely for the student athletes to give reality
still a limit with the support they can give in terms of tangible support like
A. Age
Table 4
Regression Value of Familiarity and Perceived Social Support
according to Age
comes to age is .329 and the p-value is .000 which shows a strong
according to age. For perceived social support, Table 4 shows that the
many researchers.
decline with age 20. Game and game system design that does not take
into account the preferences and abilities of older gamers may contribute
showed that the participants who ages 18-20 have the highest familiarity
indicating eSports as their hobby or they are mostly in direct contact with
someone who is involved in this online game. This proved that people at
this age belong to the computer generation. Whilst younger age shows
lower results for familiarity and social support towards eSports as they are
older age is only second to have the most familiarity and social support for
eSport as their interest declines when they are getting older. There is a
B. Gender
Table 5
Regression Value of Familiarity and Perceived Social Support
According to Gender
M F
For table 5, the mean value was divided between male (M) and
to gender shows that for the male the mean value is 4.52 and the female
mean value 3.56 and a p-value of .000 showing that there is a significant
the mean value of male is 4.55 and for female 4.30 and a p-value of .050
gaming in all forms is dominated by male. Results from the study of Veltri,
Krasnova and Bern, (2014) about the differences of men and women in
terms of online gaming explained that male players starts playing games
in their early life that leads to having more motivation in spending more
gaming perceptions as male domain are seen as sexist and has hostile
environment wherein games are seen as one reason for this trend.
Although the results have shown a slight difference between the social
support from the male student-athletes and female student athletes, male
community as they are more involved in computer gaming and they are
also frequent user of computer games. Also, several studies explains how
ought to be more a social type of person than men, but with the present
C. University
Table 6
Regression Value of Familiarity and Perceived Social Support
According to University
they are currently attending. The f-value of familiarity is 3.025 and p-value
athletes give toward eSports according to the University they are currently
attending. The result shows the f-value of 2.032 and a p-value of .065;
professional and collegiate level to eSports are low although the possibility
indicate that they see ‘other’ activities such as eSports when recruiting
students is valued.
can be perceived from the student-athletes, the results for their familiarity
with the competitive gaming which is called the eSports is relatively low.
university does not have eSports team, they lack knowledge about the in-
55
depth gaming or the proper name to call for tournaments with pool prizes
CHAPTER 5
SUMMARY, CONCLUSIONS AND RECOMMENDATIONS
Summary
a. age, and
b. gender?
a. age;
b. gender, and
c. university?
57
familiarity and perceived social support are significantly correlated for the
social support that eSports Athletes received. The researchers used the
senior division from the eight UAAP schools were the respondents. The
1. For the sports event, 57.5% of respondents are from the football
team, while the 41.87% are from the Volleyball team. One (1)
are of ages 16-22, majority are from the age bracket 18-20.
4.42.
Conclusions
1. Familiarity of student athletes does not differ with their age and
athletes towards eSports and the perceived social support they are
with computer games and eSports and the prizes and incentives in
their university/campus.
increases.
11. The results show that the tangible support is low with the female
Recommendations
games.
types of games;
respondents.
61
BIBLIOGRAPHY
Bangerter, L. R., Kim, K., Zarit, S. H., Birditt, K. S., & Fingerman, K. L.
(2015). Perceptions of giving support and depressive symptoms in
late life. Gerontologist, 55(5), 770–779.
https://doi.org/10.1093/geront/gnt210
Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people
watch it? Internet Research, 27(2), 211–232.
https://doi.org/10.1108/IntR-04-2016-0085
62
Jenny, S. E., Schary, D. P., Noble, K. M., & Hamill, S. D. (2017). The
Effectiveness of Developing Motor Skills Through Motion-Based
Video Gaming: A Review. Simulation and Gaming, 48(6), 722–734.
https://doi.org/10.1177/1046878117738552
Jonasson, K., & Thiborg, J. (2010). Electronic sport and its impact on
future sport. Sport in Society, 13(2), 287–299.
https://doi.org/10.1080/17430430903522996
Karacic, S., & Oreskovic, S. (2017). Internet Addiction Through the Phase
of Adolescence: A Questionnaire Study. JMIR Mental Health, 4(2),
e11. https://doi.org/10.2196/mental.5537
Pizzo, A. D., Baker, B. J., Na, S., Ae Lee, M., Kim, D., & Funk, D. C.
(2018). eSport vs Sport: A Comparison of Spectator Motives. Sport
Marketing Quarterly, 40. Retrieved from
https://www.researchgate.net/profile/Daniel_Funk2-
TU/publication/321850348_eSport_vs_Sport_A_Comparison_of_Spe
ctator_Motives/links/5a350197aca27247eddd2073/eSport-vs-Sport-A-
Comparison-of-Spectator-Motives.pdf?origin=publication_detail
860. https://doi.org/10.24926/8668.1201
Trepte, S., Reinecke, L., & Juechems, K. (2012). The social side of
gaming: How playing online computer games creates online and
offline social support. Computers in Human Behavior, 28(3), 832–839.
https://doi.org/10.1016/j.chb.2011.12.003
APPENDICES
Appendix A - Instruments
A1- Questionnaire
66
Appendix B- Certifications
Appendix
Certification from English Editor
This is to certify that I have reviewed, corrected and validated the contents of this
thesis entitled:
Prepared by
and have found it complete and satisfactory with respect to grammar / composition and
content.
December 2018
73
Appendix
Certification from Statistician
This is to certify that the Institute for Data and Statistical Analysis have reviewed,
Prepared by
and have found it complete and satisfactory with respect to statistical treatment and
analysis.
December 2018
74
C1 – Letter to Validator
75
CURRICULUM VITAE
PERSONAL DATA
Date of Birth: January 03, 1999
Place of Birth: Dagupan City
Civil Status: Single
Citizenship: Filipino
Religion Roman Catholic
Father’s Name: Jeremias M. Bravo
Mother’s Name: Marita M. Bravo
EDUCATIONAL BACKGROUND
CURRICULUM VITAE
PERSONAL DATA
Date of Birth: October 16, 1998
Place of Birth: Tubod Provincial Hospital
Civil Status: Single
Citizenship: Filipino
Religion: Roman Catholic
EDUCATIONAL BACKGROUND
CURRICULUM VITAE
PERSONAL DATA
Date of Birth: November 01, 1997
Place of Birth: USTH Sampaloc, Manila
Civil Status: Single
Citizenship: Filipino
Religion Roman Catholic
Father’s Name: Joseph C. Capili
Mother’s Name: Melodie M. Capili
EDUCATIONAL BACKGROUND
CURRICULUM VITAE
PERSONAL DATA
Date of Birth: August 3, 1998
Place of Birth: Balain, Pangil, Laguna
Civil Status: Single
Citizenship: Filipino
Religion Roman Catholic
Father’s Name: Joel D. Capistrano
Mother’s Name: Helen B. Capistrano
EDUCATIONAL BACKGROUND
Primary Victor O. De Guia Jr. Memorial Elementary
School
Balian, Pangil, Laguna
2005-2011
CURRICULUM VITAE
JAFFARY B. CARIGA
Emily Homes Cabantian Davao City
09568414409
Jaffarycariga@gmail.com
PERSONAL DATA
Date of Birth: February 8, 1998
Place of Birth: Davao City
Civil Status: Single
Citizenship: Filipino
Religion: Islam
EDUCATIONAL BACKGROUND
Primary Buhangin Central Elementary School Davao City