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ESPORTS: THE PERCEIVED SOCIAL SUPPORT AND FAMILIARITY OF STUDENT


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Thesis · December 2018


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UST – INSTITUTE OF PHYSICAL EDUCATION AND ATHLETICS

ESPORTS: THE PERCEIVED SOCIAL SUPPORT AND FAMILIARITY OF


STUDENT ATHLETES IN MANILA

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

Asst. Prof. Raymond M. Anselmo


Adviser
UST – INSTITUTE OF PHYSICAL EDUCATION AND ATHLETICS

Acknowledgement

We would like to express our appreciation and gratitude to the


following people and to all those who helped us in many ways to make this
study possible:

To our thesis adviser, Asst. Prof. Raymond M. Anselmo for his


guidance and support to finish this study. His wisdom was the key for us to
be able to finish our research as a team. His continuous support towards
us and our study is what makes him the greatest example of an adviser, a
leader, and a friend.

To Ms. Samantha Grace Galang for assisting us in finding the


individuals, we needed for validating the instruments of our study.

To our thesis panelist namely: Assoc. Prof. Analin E. Porto, Dr.


E.M., LPT, RMT, Assoc. Prof. Jerome A. Porto, M.A, LPT, and Asst. Prof.
Alicia I. Erese, RPT, MAED for their guiding instructions and
recommendations and giving us questions that are insightful and helped
our study to be better and concrete.

To Ms. Maxin B. Laurel, MA and Ms. Karen Katrina Trinidad, Sports


Psychologist, for validating our questionnaire and helping us provide the
necessary questions that were used in conducting this study

To Mr. Juland D. Salayo, Lpt, MEM for reviewing, correcting and


validating the contents of this thesis

To all the UAAP schools that participated in this study specifically


the volleyball and football teams of UE, NU, FEU, AdMU, UP, DLSU,
ADU, and UST for their cooperation and honesty in providing us the
results for our study.

To our family, friends, and co-researchers in providing us the


support and help we needed in order to finish our study. This study would
not have been possible for their guidance, words of advice, and moral
support to finish this study

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

ESPORTS: THE PERCEIVED SOCIAL SUPPORT AND FAMILIARITY OF


STUDENT ATHLETES IN MANILA

Kena Kenesha D. Bravo1, Mart Clarence M. Cabahug1, Joseph Merrill M. Capili1,


Faith Danielle B. Capistrano1, Jaffary B. Cariga 1, Raymond M. Anselmo1
1
Institute of Physical Education and Athletics
University of Santo Tomas
Manila, Philippines

Background: Electronic sports or eSports are organized competitive


video games, which are played by professional eSports athletes, have
now become a worldwide sensation, and universities across the globe
have started to treat eSports players as traditional athletes through
engagement in formal programs and scholarship grants. In the Philippines,
these are still making its way to become fully acknowledged and
supported by many because of their negative impact highlighting that
eSports are just addiction to computer games.
Purpose: The purpose of this study is to determine the familiarity
and perceived social support of student-athletes in Manila towards
eSports.
Methodology: The study is a descriptive research that focuses on
two important variables: familiarity and perceived social support. A
traditional and an online survey questionnaire were answered by 160
student-athletes of volleyball and football’s men’s and women’s senior
division from eight UAAP participating universities.
Findings: The result of the study shows that there is a significant
difference between the familiarity of student athletes towards eSports and
the perceived social support according to gender and age.
Recommendation: ESports, as a growing community especially on
university setting, must be supported and acknowledged by its respective
institutions. Furthermore, research about familiarity and perceived social
support to eSports is suggested for NCAA schools and other localities
which include dual/individual sports.
Key words: Familiarity, Perceived Social Support, eSports, team, student
athletes
UST – INSTITUTE OF PHYSICAL EDUCATION AND ATHLETICS

TABLE OF CONTENTS

Chapter 1 THE PROBLEM AND ITS BACKGROUND Page

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

Chapter 2 REVIEW OF RELATED LITERATURE


Perceived social support……………………….. 14
Familiarity……………………………………….. 23
eSports ………………………………………….. 28

Chapter 3 RESEARCH METHODOLOGY


Research Design ………………………………….... 36
Subjects and Study Site…………………………..... 36
Data Measure / Instrumentation….………………... 38
Data Gathering Procedure …..…………………….. 39
Ethical Considerations……………………………… 40
Data Analysis ……………………………………… 42

Chapter 4 PRESENTATION, INTERPRETATION AND


ANALYSIS OF DATA
Demographic Profile of the Respondents………… 44
Perception of the respondents to eSports according to
familiarity ………………………………………………… 45
Perceived Social Support……………………………… 47
Significant difference in the familiarity and social
support on eSports according to:
Age…………………………………………………………… 49
Gender……………………………………………………… 51
University…………………………………………………… 53

Chapter 5 SUMMARY, CONCLUSION, AND


RECOMMENDATION
Summary……………………………………………. 56
Conclusion………………………………………….. 58
UST – INSTITUTE OF PHYSICAL EDUCATION AND ATHLETICS

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
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CHAPTER 1
PROBLEM AND ITS BACKGROUND

Introduction and Background of the Study

eSports are organized video games which have become a

worldwide sensation, otherwise known as a phenomenon that provides

space to a fundamental element in today's popular digital youth culture.

While the study of computer games, in general, has gained acceptance

and support in the academic world especially as a means of instructions,

the scientific investigation of computer gaming as a source of learning,

also called as eSports, is still on its way towards familiarity to people.

According to Zhouxiang (2016), the term eSports refers to

‘competitive tournaments of video games, especially among professional

gamers. Hence, these eSports require skills, strategies, tactics,

concentration, communication, coordination, teamwork, and intensive

training similar to traditional competitive sports. In addition, Snavely

(2014) stated that the eSports system represents a unique manifestation

of traditional sport development through a digital medium. The evolution of

video games from coin-operated arcade games to team-based objective

games introduced new elements of competition which increase the

potential for skill development and mastery.


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Since the birth of eSports in the 1980's up to the present, the

eSports industry and its participants have shaped the public view of the

activity in a negative manner (Snavely, 2014).

In this sense, computer gaming is accepted as a mere leisure

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

been developed from a mere “pustahan” (betting) to official tournaments

resulting players to even enhance their skills as they measure and

compare their abilities with and against other players. From there, various

organizations have developed competing systems to handle these players

and make it possible for them to compete. These competitions are,

indeed, held under sport-like forms, as ‘sports’, with new label ‘Electronic

Sport’ or ‘eSports’. In fact, eSports is considered as an official sport in

various part of the world such as Korea, China, Russia, Hungary and

Denmark, eSports is considered as an official sport (Jonasson & Thiborg,

2010).

To further elaborate this eSports, Snavely (2014) discussed the

fundamental similarities that exist between physical and digital games;

nevertheless, there are also differences in the activities which pertain to

the setting of the game. Additionally, video games are often described as
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a simulation or a virtual reenactment of a real event. Influenced by

George Dickie’s definition of art, Kutte Jo ¨nsson (1976) highlighted that

eSports competitors spend a significant amount of time playing video

games, practicing for competitions. The kind of commitment is similar to

the time spent by athlete’s playing physical sports, as mastery of certain

skills takes years to achieve.

Despite the similarities, Freeman and Wohn (2017) stated one

characteristic which separates a game from a sport is the physical

application of skill. Similarly, Jonasson and Thiborg (2010) cited that the

traditional definition of modern sport involves that it is a physical,

competitive and institutionalized activity.

Looking at a deeper angle of the study, a closer look at Philippine

culture would reveal that eSports was easily adapted by the Filipinos

primarily due to their fatalism and indolence. Thus, eSports is yet another

manifestation of this Filipino flaw as discussed by Jose Rizal in his work,

“On the Indolence of the Filipinos.” Accordingly, this indolence was not

innate to the Filipino, but was encouraged and magnified by Spanish

colonizers who desperately tried to live in the Philippines much like how

they themselves lived in Spain. In doing so, they brought over Spanish

customs such as the sabong, jueteng; and in the contemporary world,

eSports.
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Behind negative associations to the eSports, Jenny et. al., (2017)

pointed that the apparent value and several potential positive implications

associated with the addition of eSports into intercollegiate athletics and

other organized sporting events like the Olympic Games. Nonetheless,

eSports in the Philippines is still developing, and has still its own setbacks.

The eSports community must deal with lack of governmental programs

and support like establishing a centralized organizing body which must

address the continuing negative view on gaming in Philippine society. The

industry also must deal with its members and be conscious of its effect on

the Philippine youth, which comprises the majority of the eSports

population (Ignacio, 2016).

The perception and the familiarity of the general population about

eSports as an unhealthy activity that is merely an addiction to computer

games remain a powerful ideology against eSports in the struggle to be

accepted as an actual sports practice in our society. Presently, while

ESports have recently started to enjoy wide international recognition, there

is still resistance as to whether eSports can truly be considered as a sport,

and has been an issue for not only defining eSports, but also for drawing

the boundaries of what we understand as being sports in general (Hamari

& Sjöblom, 2017). This struggle with the negative perception and lack of

perception of the majority about eSports community directly affects the

potential perceived social support eSports athletes can get. Pilisuk (1982),
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in this matter, stated that social support pertains not only with the material

help and emotional assurance but as well as a continuous object of

concern on the part of other people.

With this understanding and consideration, student-athletes are no

different with eSports athletes as well as eSports athletes with Student-

Athletes, in terms of mental capacities that are being evaluated in the field

of academics and through strategies and techniques during a game; thus,

they are all equally excellent in their respective fields.

The researchers aimed to make everyone, especially those people

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

attempted to identify the benefits of eSports to community through social

support they need for them to continue operating and gradually earning a

decent perception from our society and eventually be considered as an

official sport in the Philippines.

Theoretical Framework

This study employed two significant theories; namely, the Mere

Exposure Effect Theory and the Social Identity Theory.

Mere Exposure Effect Theory concentrates on the attitudinal effects

to non-social stimuli which produces feelings of attraction that influences

under a variety of conditions. Through little or no socialization, individuals


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who regularly meet produce a greater feeling of attraction that apprehends

similarity of others to us. Repeated exposure generally elicits fondness;

however, this could have a direct effect disregarding changes in attraction

but has an indirect effect on the perceived similarity of others.

Athletes who are in contact with a given stimulus are likely to

recognize the object forming their own attitude by thinking about it

becoming capable of taking place without conscious cognition, and that

preferences need no inferences (Zajone, 1980).

In Social Identity Theory, scientists proposed a wide range of sorts

of conceptualizations of social help (GuoW Freeman & Wohn, 2017).

Therefore, this research builds past hypothesis about social help that

eSports players can acquire, particularly the Social Identity Theory (SIT).

A hypothesis proposed by Henri Tajfel and John Turner in 1974, clarifies

the feeling of an individual about their identity that relies upon the groups

to which they belong. An individual does not simply have a personal

selfhood, but rather different selves and personalities related with their

groups that acts distinctively in social context in accordance to their

groups, a sports team they follow, their family, their country, and the area

they live in. An in-group is an individual who recognize themselves as part

of the group and an out-group is an individual who does not identify

comparable groups; thus, having an "us" versus "them" attitude with

regards to in-groups and separate out-groups.


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There are three processes that create this in-group/out-group

mentality: Primarily, the Social Categorization classifies people to

understand things about themselves, identifies and defines behavior

appropriate to them and groups others where they belong. Individuals

intellectually personify social groups as prototypes which is a subjective

portrayal of characteristics in a social category, effectively developed from

applicable social information in the immediate or interactive context (Fiske

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),

their prototypes are shared.

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

confidence and emotional significance to an identity.

Finally, Social Comparison clarifies preconception and bigotry since

a group will tend to see individuals from contending bunches adversely to

expand confidence which sorts and identify an individual as a member of

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

Theory specifically provided a concrete explanation on how an individual

or group can be familiar to a certain stimuli or person depending on


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several factors and how this familiarity affects the amount of support that

can be perceived. In addition, the researchers could interpret implications

of intangible information that will be gathered along the study about

familiarity and perceived social support by using the mere exposure effect

theory and social identity theory as the backbone of this study.

Research Paradigm

This study utilized Input-Process-Output Model. Input presented

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

supportive social network while Familiarity is the quality or state of being

familiar or has a good knowledge of someone or something

The identified variables were processed through both traditional

and online survey-questionnaire. Data gathered were analyzed and

interpreted through the applicable statistical treatment.

Output produced clear recommendations in building familiarity and

support to eSports on its potential to create space in the field of sports in

the country. A feedback towards the process and input was emphasized

for a better assessment.


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Figure 1
Research Paradigm

Statement of the Problem

The researchers aimed to know the familiarity and the perceived

social support of collegiate student- athletes to eSports. Specifically, the

study attempted to answer the following questions:

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

a. age, and

b. gender?

2. What is the perception of the respondents on:

a. the familiarity with eSports, and

b. the social support?


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3. Is there a significant difference in the familiarity and social support on

eSports when respondents are grouped according to:

a. age;

b. gender, and

c. university?

Hypotheses of the Study

Ho: There is no significant difference between the familiarity on eSports

and perceived social support that eSports athletes are receiving.

Ha: There is a significant difference between the familiarity on eSports and

perceived social support that eSports athletes are receiving.

Hp (predictive hypothesis): The perceived social support that the eSports

athletes are getting will increase when the familiarity towards esports is

higher.

Scope and Limitations

The study focused on analyzing information related to perceived

social support and familiarity of collegiate student athletes to eSports. The

researchers conducted a survey regarding perceived social support and

familiarity to collegiate athletes of the UAAP participating schools in

Manila towards eSports.


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The limitations that the researchers encountered in finishing this

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

survey. Also, the validity and accuracy of information given by the

respondents affect the result of the study.

Significance of the Study

The findings of this research paper will help the following people

and institutions:

eSports athletes. It can provide information for the eSports

athletes about the current situation, the familiarity and support of the

student-athletes’ community towards eSports. Thus, it can also help in

their performance and future competitions.

eSports community. It can help the eSports community where

people lack familiarity with it. With the understanding of the community to

online games, there is a tendency to minimize their misunderstandings

and misconceptions.

Curriculum developers. Since only a few universities offer

programs related to eSports, the result of this study can help inform

curriculum developers to consider eSports as a course or a program. It

can create courses related to eSports such as software programming for

e-Games or teaching the games itself. Further, a possibility as well to


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integrate alternative tasks or activities using eSports in the classroom

instructions may also be considered by these experts in order to build a

more interactive activities with a good purpose.

Philippines Sports Commission. This study is of great help to

them to convince the commission in providing assistance to eSports

athletes who will compete internationally. It can also help them in giving

proper recognition to eSports athletes in the country.

Researchers. Future researchers may consider this study as their

reference in producing more scholastic researches about eSports. They

may replicate this present study using other significant variables which

further highlight the value of eSports.

Definition of Terms

In order to clearly understand some of the unfamiliar terms in this

study, the researchers defined the following conceptually and

operationally:

eSports is a multiplayer video game played competitively for

spectators, typically by professional gamers.

Familiarity is the quality or state of being familiar or has a good

knowledge of someone or something . The researchers used familiarity as

a variable and applied it to a survey questionnaire that measured the

familiarity of collegiate student athletes towards eSports.


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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 supportive social network. The researchers used perceived social

support as a variable and applied it to a survey questionnaire that

measured the perceived social support that the student athletes are giving

towards eSports.

Student Athlete refers to an individual who engages in, is eligible

to engage in or may be eligible in the future to engage in any

intercollegiate sport. If an individual is permanently ineligible to participate

in a particular intercollegiate sport, the individual is not a student athlete

for purposes of that sport. In this study, it pertains to the respondents of

the study from National University, University of the Philippines, University

of the East, De La Salle University, University of Santo Thomas, Ateneo

De Manila University, Far Eastern University, and Adamson University.


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CHAPTER 2

REVIEW OF RELATED LITERATURE

This chapter discusses the different literatures which are related to

the study that the researchers read, reviewed and summarized. It is

divided into three (3) different themes entitled Perceived Social Support,

Familiarity, and eSports. These related studies and literature were taken

from other published researches, studies, and journal articles.

Perceived Social Support

In the study of Freeman and Wohn (2017), the experiences of

players’ social interaction consequences meditated by their eSports

activities served as the primary focus. An empirical study of how and what

types of social support eSports players had experienced from their

gameplay. It was determined that even though most players started out as

strangers, the context of eSports facilitated situations of extremely

frequent acts of helping through both tangible and intangible means within

the game. In this study, the researchers interviewed 26 eSports players

and sought out their first-person descriptions of experiences of social

support. They found that in the context of eSports, the fact that the team-

emphasized, highly competitive gaming practice was a shared goal and

core task made it difficult to separate instrumental support from other

types of support. In regards to emotional support, findings are consistent


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with existing scholarship on the formation and maintenance of

relationships. However, unlike much of the MMORPG scholarship, the

relationships of eSports players seem to bleed more into offline

relationships. They also found that the distinction between bridging and

bonding social capital was very different in the context of eSports. The

researchers concluded that even though most players started out as

strangers, the context of eSports facilitated situations of extremely

frequent acts of helping through both tangible and intangible means within

the game. Such in-game informational and instrumental supports often led

to more emotional and esteem support, and these different support

functions not only remain within the context of the game but also “bled” out

into in-person interactions and relationships. When relationships became

more complex, however, players had to manage different expectations of

support that accompanied different relationship roles and sometimes had

to make a conscious decision between choosing a relationship as a friend

or lover over a relationship as a fellow competitive gamer.

With the goal of understanding elementary school teachers’ views

on GBL related to elementary school courses, Ucus (2015) found that

game based learning (GBL) helped students improve problem-solving

skills and made it possible for them to interpret their society, nature and

the world around them through experiences. Qualitative research method

was used in the study. The study group included a total of 24 teachers
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from elementary schools in different districts of Ankara, Turkey. Maximum

variation sampling was used to select teachers who would be willing to

participate in the study. The research data were collected via semi-

structured interviews. Results of the study revealed that teachers

understood GBL as learning from media and computers, using educational

games through social learning, cooperative learning. Teachers put forth

suggestions for the problems about GBL such as designing games

considering students’ interests and abilities, strengthening elementary

school teachers’ self-efficiencies on GBL, organizing extracurricular

activities to use games much more in the classroom.

In the same line of thought, Lee and Schoenstedt (2011) explored

the relatively new phenomenon of eSports gaming by focusing on both

motivational and behavioral patterns of eSports consumption to determine

whether eSports consumption stands alone as a distinct market or

whether it is similar or compliments traditional sports consumption. Using

a convenience sampling method, data was collected from students in

sport management related courses and attendees at athletic events on

campuses. The overall results of regression analysis showed that there

was a personal and social element to game playing and that the specific

features of a game positively influenced an individual’s interest in eSports

game playing.
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Likewise, the study of Olsen (2015) showed that there was a

massive growth within the field of electronic sports (eSports). The

research thesis statement of the problem determined how much eSports

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

literature was evaluated and analyzed in terms of the key research

questions, and further summarized in a renewed project scope. The

researchers used a pragmatism philosophy with an induction approach is

further used to understand the field, and work as the outer layer of the

methodology while inner layer was rather based on qualitative data,

whereas a thematic analysis served as the foundation of the later chosen

business analytical tools. The analysis consisted of a trend analysis, which

presented that nearly every theme analyzed which continued to grow in a

five-year period. The trend analysis further expected a 305.51% growth in

the live audience from 2014-2019, while the virtual streaming audience

was expected to experience a growth of 140.61%. The research thesis

recommended that in a short-term period the current trends and patterns

could be used to conduct successful eSports events. However, in the

long-term, a Data-driven Decision Support System must be implemented,

which periodically gathered data to know the best possible way to deliver

eSports events to the eSports community.


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Giving weight to the nature of eSports, Heere (2017) argues that

regardless of whether eSports qualify as sports, they should be examined

in sport management because they are a manifestation of sportification.

He added that as the sport industry itself is embracing eSports as a sport,

scholars should embrace eSports as a manifestation of sportification and

examine their negative and positive effect on our industry. Accepting a

discussion on eSports into sport management discourse does not

necessarily mean sport management scholars are supportive of the

phenomenon; rather, it merely demonstrates openness to an examination

of it in the field. Sport Management researchers cannot examine its

consequences on obesity, social inclusion, or its contribution to the

professional sport industry if they are not open to examinations on the

subject, and are standing on the sidelines of academic debates.

According to Bangerter et. al., (2015), giving different types of

support to adult offspring is associated with the mental health of aging

parents and whether perceiving giving support as stressful or rewarding

moderates the association between giving support and its depressive

symptoms. Data were utilized from a target sample of 633 middle-aged

adults who had at least one living adult child and at least one living parent

in 2008. Participants answered questions that are focused on exchanges

of support, beliefs about relationships with children, and other


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demographic were information were obtained using Computer Assisted

Telephone Interviews (CATIs).

Tangible support and feelings of reward and nontangible support

and feelings of stress were found by significant interactions in explaining

parental depressive symptoms were found. Parents who gave support is

highly rewarding and had lower levels of depressive symptoms when

providing high amounts of tangible support. However, parents who viewed

giving support to be highly stressful had higher levels of depressive

symptoms giving low amounts of nontangible support. Support from older

parents did not only mean benefiting from the recipient of support but

rather fulfilling the feelings of parental obligations. Thus, considering the

role of parental obligation has its purpose in future studies in that to

parental generativity. (Bangerter et. Al 2015)

Further, Hamari & Sjöblom (2017) stated that escapism, acquiring

knowledge about the games being played, novelty and eSports athlete

aggressiveness was found to positively predict eSports spectating

frequency. The purpose of the paper was to investigate why people

spectate eSports on the internet. The study employed the motivations

scale for sports consumption which is one of the most widely applied

measurement instruments for sports consumption in general. The results

indicated that escapism, acquiring knowledge about the games being

played, novelty and eSports athlete aggressiveness was found to


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positively predict eSports spectating frequency. The study proposed a

definition for eSports and further discussed how eSports could be seen as

a form of sports.

Similarly, Hallmann and Giel (2017) reflected on whether eSports

could be considered as a sport based on evaluating five characteristics of

sport and assessing them for eSports. Although most researches focusing

on eSports have been qualitative and therewith so far rather exploratory

and not ultimately generalizable, it was obvious that eSports also has

become a scientific topic portrayed from different perspectives. As

indicated in several interviews, eSports players in their mid-twenties were

often not capable to compete at the highest level anymore as especially

their speed of responsive action is decreasing (e.g. Hilgers & Mülleneisen,

2017; Jaax, 2015; Schütz, 2016). However, there was no empirical

evidence for this circumstance yet. Recapping all the previous

developments of the eSports business, one could argue that eSports are

close to but not yet equivalent to sports. However, referring to other

sports, which are comparable in regard of their physical activity, such as

darts or chess, and to the growing general acceptance of eSports in the

sport business, eSports will likely be officially accepted as a sport and

eventually even included to the Olympic programme if it will have

established the necessary organisational structures, including a strong

umbrella organisation. Considering its potential, sport managers and


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marketers alike should consider how they attend to eSports. It represents

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

of organized eSports events and competitions within the sport

management domain. The researchers stated five governance challenges

to highlight why practitioners and sport academics should devote more

attention to eSports. These challenges included: (a) collegiate eSports, (b)

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

sport management academics should devote increased attention to

eSports and embrace its commercial, educational, and research potential.

From a governance perspective, points of concern related to eSports are

areas that sport management is equipped to address. Leveraging existing

expertise established in traditional sport can help inform current and

emerging dilemmas facing eSports stakeholders.

In other significant study, Trepte, Reinecke, and Juechems (2012)

focused on the factors to generate bridging and bonding social capital and

to establish a model that predicted offline social support by taking into

account these factors. An invitation to participate in an online survey on

eSports was posted in the news sections of the websites of the ESL

Europe and the German subdivision of the ESL. As predicted in H1,


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physical proximity showed a significant positive relation to clan bonding

social capital and a negative relation to clan bridging social capital.

Furthermore, confirming H2, social proximity was positively related to both

clan bonding social capital and clan bridging social capital. Familiarity was

positively related to both clan bonding social capital and clan bridging

social capital, thus confirming hypothesis3. Both clan bonding social

capital and clan bridging social capital were significant predictors of offline

social support. The researchers concluded that the social proximity seems

to be the most reliable predictor of social support. Members involved in

clan-related tasks have a better chance to get in touch and thus to benefit

from other predictors of friendship formation such as familiarity.

Consequently, they were more likely to establish supportive relationships.

Kane and Spradley (2017) created a commentary where there was

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

Collegiate Athletic Association (NCAA) recognized eSports. In addition,

the application of Title IX was applied to have eSports listed as an

emerging sport for women. The author stated that future researchers

considered issues that were discussed in the paper to help build a

foundation for additional studies. First, it needed more study eSports in


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and for women. Second was the lack of gender identification needed

within the eSports community. The third topic that required additional

research was the comparison of eSports to MMA as a business and the

last topic that could be investigated was the definition of amateur and

professional in the eSports environment.

Familiarity

In terms of familiarity toward the research subject, Jenny,

Hushman, and Hushman (2013) investigated physical education pre-

service teachers’ perceptions of Motion-based Video Games (MBVG). A

mixed-methods research design using qualitative open response

questions and a quantitative were employed. Quantitatively, this study

used the Likert scale questionnaire and survey to assist in determining

perceptions of usefulness of MBVG in physical education. The results

perceived that: (a) MBVGs are fun and enjoyable and would increase

student motivation, (b) MBVGs are a way to increase student physical

activity, and (c) MBVGs do not always mirror the same fundamental

concepts or motor movements of the actual sport. In addition, the amount

of time spent playing video games increased the perception of the

usefulness of MBVGs in physical education.

In like manner, Sugishita's (2015) study has shown how eSports is

understood on college and university campuses, specifically within the


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admissions office of private institutions. A survey administered was

comprised of 22 questions requesting information concerning the

respondents’ video game participation habits, familiarity with eSports in

general and its use on college and university campuses, likeliness of

implementing an eSports program at the respective institution, as well as

selected demographic information. As a result, one of the primary

examinations of the survey was investigating the familiarity levels of

participants as it was related to professional and collegiate eSports

competitions, leagues, and associations. For professional eSports

knowledge, 15 (51.7%) of the respondents noted ‘no familiarity’. Similarly,

19 (65.5%) indicated no familiarity with collegiate eSports. It is interesting

to note that only two of the respondents were even moderately familiar

with eSports. The data provided a clear indication that the overall

admission officers’ knowledge and familiarity as it was related to eSports

at a professional and collegiate level are low based from the information

gathered from the respondents.

Looking at other significant variables like age subgroup, country of

residence, and gender and the distribution of Internet addiction acriss age

subgroups, Karacic & Oreskovic (2017) clarified the possible differences in

the purpose of Internet use among adolescents with respect cited

variables. Likewise, this study attempted to determine the relationship

between the purpose of Internet use and age and if this interaction
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influences the level of addiction to the Internet. Study participants were

11- to 18-year-old students who attended regular public schools. They

comprised a simple random representative sample of. Participants were

asked to appraise whether they use the Internet more often for

entertainment or educational purposes

Internet addiction may be expressed as normal, moderate and

serious addiction. Male participants contributed most for using the internet

for entertainment purposes in correlation between the age of adolescents

and internet addiction, followed by the adolescents whose age ranges

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

addiction. Furthermore, the level of internet addiction had no effect to the

internet’s purpose. Age was a significant predictor in the level of internet

addiction between the interaction of internet usage and age.

In a more scholastic point of view of online games, Panagiotou and

Prentzas (2011) reflected on digital technologies which could create a new

environment for education. The aim of this paper was to explore how the

mainstream games could be used both in formal and informal educational

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
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correlations concerning the effects of the amount of time spent playing

games on GPA, or gaming mode on GPA. Overall, the present study

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),

Wack and Tantleff-Dunn (2009), who saw a decrease in academic

performance in individuals who engaged in video game play.

From classroom instructions to the societal functions of functions,

Khoo (2012) stated that the appropriate use of social networking, eSports

and the internet were topical issues that were manifested in today’s

society. Undoubtedly, tradition is an important part of our culture, and

learning from the past is one of the foundations of human civilization.

However, progress is inevitable, and adhering to traditional values or

perceptions without compelling reason is both imprudent and illogical. We

concluded that violent video game use has an effect on aggression. This

effect was manifested both as an increase in negative outcomes such as

aggressive behavior, cognitions, and affect and as a decrease in positive

outcomes such as prosaically behavior, empathy, and sensitivity to

aggression. The impact of exposure to violent video game use few of the

research studies with children, adolescents, or adults included ethnically

diverse on aggressive outcomes was robust.


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A study of Blocker, Wright and Boot, (2014) explained how to better

understand the types of games older adults are willing to play and their

predictors of game preference (e.g., gender, age, technology experience,

personality). Four hundred (400) surveys distributed to individuals 55

years of age or older. Gamer status was used to figure out whether a

participant played digital games or not.

Interesting trends proposed that several demographic and

personality variables, despite the observed similarities of the participants

with and without previous digital game experiences wherein older adults

prefer puzzles and intellectually stimulating games than massive

multiplayer online games and first-person shooters, might be a predictive

of game preference. With the collected data, custom-tailored games for

older adults is preferable to the individuals creating effective interventions

that aids to achieve and maintain healthy cognition thus, fostering

functional independence for older adults. With that being said, with this

information, digital games may use this to allow older adults to reward

themselves with the rich entertainment experiences that digital games

offer, other than improving cognition.

Olshefski (2015) presented how a preliminary corpus was created

from broadcast speech from a professional game of the eSports Counter-

Strike: Global Offensive (CS:GO). Event subtype definitions were modified

for further annotation to detect a wider range of game-changing events


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otherwise not defined by ACE. The phenomenon of eSports (electronic

sports, or competitive video gaming) was relatively new but had quickly

become a global sensation. Despite the popularity, growth, and cultural

impact of eSports, few studies examined the nature of eSports.

Furthermore, no linguistic studies of eSports existed due to the lack of

eSports as a genre in corpora. The first step in the approach to detecting

game changing events in an eSports corpus began with choosing an

eSports (CS:GO) and creating a corpus from the speech of professional

CS:GO broadcasters. Annotators were chosen based on knowledge of the

eSports, and event definitions and modifications were made to better

detect game-changing events.

eSports

Lee and Schoenstedt (2011) explored the relatively new

phenomenon of eSports gaming by focusing on both motivational and

behavioral patterns of eSports consumption to determine whether eSports

consumption could stand alone as a distinct market or whether it was

similar or complimented traditional sports consumption. A significant

percentage of gamers were teenagers with 35% of gamers under 18 years

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

16.1% female participants (1% missing). The survey instrument was


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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,

Lucas, Greenberg and Lachlan (2006). The overall results of regression

analysis showed that there was a personal and social element to game

playing and that the specific features of a game positively influenced an

individual’s interest in eSports game playing. Clearly, the result of this

study highlighted that skill building for actual playing of sport inversely

motivates eSports gamers and thus would not be a strong impact for

behavior at which to target marketing dollars.

The study of Jenny and Schary (2015) examined the similarities

and differences between MBVGs and “real-life” wall/rock climbing

environments – particularly a comparison of motor movements and

fundamental concepts within each. A mixed-methods pre/post multi-phase

intervention design with two randomized groups were utilized. Participants

included a criterion-based convenience sample of 24 participants. The 24-

question internet survey included 18 ten-point Likert scale items and six

open-response questions focusing on the participants’ perceptions of the

MBVG’s ability to simulate “real-life” wall/rock climbing. Qualitative results

indicated that the participants perceived MBVGs and “real-life” wall/rock

climbing were similar concerning climbing tactics/strategies and arm

movements, but were different regarding effort and leg, finger/grip, and

jumping movements.
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Also, Curley and Nausha (2016) identified the challenges and best

practices for video game developers and publishers working with

grassroots eSports (“electronic sports”) communities and was primarily

concerned with the latter group and aims to identify the challenges they

face through extensive research and expert interviews Through a

comprehensive literature review followed by interviews with experts in

various areas of the eSports value chain, the researcher sought to identify

the key risk points, challenges, and best practices for developers and

publishers supporting the grassroots communities surrounding their titles.

According to Jenny, Schary, Noble, and Hamill (2017) video

games, internet based streaming and in-person gaming has improved

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

briefly described the development of eSports as well as examined the

current trends in eSports spectator consumption. Adaptation of facilities to

changing environments and the draw for hosting eSports events were

measured using the Open Systems theory. The results showed that there

is a great deal in generating revenue when hosting and conducting

eSports events because of the steadily growing popularity over the

masses of eSports. There is great need for eSports researchers and


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experts so that outside companies to gain the insight for success and

quality eSports events and venues. Adaptation coming from facility

managers is needed to the changing environment caused by the growth of

the eSports market.

Looking back again at the differences between the traditional sports

and eSports, Pizzo et al., (2018) gave a clear understanding on how

eSports were operated in comparison with traditional sport which turned to

be crucial to develop marketing strategies for the eSports community and

industry and further academic research on eSports. The study measured

widely-used sport consumption motives and what influences affect

eSports. Spectators’ motives were used and measured across one

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

study showed that there is a significant difference between situations that

included vicarious achievement, excitement, physical attractiveness, and

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

in spectator motives in both traditional sports and eSports, but noticeable

motives influenced the behavioral outcome of game attendance frequency

for spectators of each sport event. The study advanced the discussion on

eSports and traditional sport, highlighting the components of traditional


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sport like (e.g. physical skill of athletes) still served as motives for eSports

consumption.

Seo (2016) focused on examining the unique elements of eSports'

social world that make it attractive for consumers to embark on a

professionalized career, to explore why consumers might want to pursue

a professionalized career in eSports, and to detail how consumers

transform themselves in order to acquire a professionalized gamer

identity. At the first stage, several non-participant observations were

conducted at real-world eSports tournaments. At the second stage, ten

semi-structured phenomenological interviews were conducted with several

self-identified professionalized gamers. A semi-structured approach was

used during the interviews, which consisted of broad guidance questions

to open and facilitate discussion (McCracken, 1988).

In this study too, the researcher found that the elements of the

eSports ethos imbued computer games with a particular social meaning,

whereby their consumption became not merely a form of casual leisure or

work, but a symbolic expression of competitiveness, fairness, respect to

others, and self-improvement. The findings, therefore, conformed to Mick

and Buhl's (1992: 318) view that life projects were inclusive of “community

and career.” However, professional work careers, which consumers

depended on for their financial needs, might be pursued by these

consumers even if such careers offer unstainable identity projects


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(Parmentier & Fischer, 2011). Contrary to them, professionalized

consumers investigated in the study exercise more freedom to regress or

even abandon their career trajectories if they found them conflicting with

other important aspects of their life.

In support, Quarterly (2017) compared spectator motives for

attending traditional sport and eSports contests. In each setting, a team of

research assistants collected data from spectators using pen-and-paper

surveys. Holistically, the results demonstrated that traditional sport and

eSports spectators have similar sport consumption motives, though

spectators from each event context exhibited distinct sets of motives

predicting game attendance frequency.

Veltri et. al.(2014) systematically documented a report on gender

differences in varied aspects of gaming is the purpose of the study

wherein a finalized sample of 47 articles published between the years

2004 and 2014 reported or discussed the gender differences in online

gaming which we were interested in. These articled were revised

comprehensively to gender-relevant insights.

From the results, domination of male players in gaming continues

as they play games earlier in life, spend time in playing more frequently

and are more motivated to play. On the contrary, 46% of women

participate in the growing world of games as shown in recent statistics as

the most frequently purchasers of video games in 2013 (Entertainment


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Software Association 2013). Men and women preferred different types of

games when engaging in various activities while gaming. The results

showed that skills in gaming differ in both genders that might discourage

women from participating.

Capurro, Hausmanninger and Weil (2005) stated that e-games are a

dramatically expanding dimension of contemporary exploitations of

computing and computer network technologies, one that, thus far, has

evoked much more heat among parents and politicians than light in the

form of serious scholarly and philosophical analysis. Individually argued

that e-games have deserved such analysis in part because of their

intrinsic philosophical interest, the character of gameplay, and most

especially, of ethics. Personally, it further suggested that such analyses

exemplified by the articles collected here might also contribute to resolving

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

altered or become obsolete, and additional qualities might be added in the

future. In conclusion, the concept of sport would always be undergoing

progress.

Regardless of the term used, Jenny et. al. (2017) emphasized that

eSports is now becoming more accepted as sport and gamers are being

identified as athletes within society today. eSports have even infiltrated

higher education in the form of an intercollegiate athletic sport, as two


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university athletic departments have made eSports an official varsity sport

where scholarships are provided to collegiate eSports athletes. Thus, the

inter-twining of eSports and university athletics brought into question

whether eSports should be considered sport by broader society. This

article provided a brief history of eSports, a further developed definition of

eSports, and a comparison of eSports to traditional philosophical and

sociological definitions of a sport. The purpose of this article was to

provoke thought on the academically accepted definitions of sport and

debate whether eSports should be considered a sport. Attention was given

to the following components of sport: play, organization, competition, skill,

physicality, broad following, and institutionalization.


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CHAPTER 3
RESEARCH METHODOLOGY

This chapter discusses the research design, subjects and study

sites, data measurement or instrumentation, data gathering procedure,

ethical consideration and data analysis used in the analysis and

interpretation of data.

Research Design

A descriptive design was used in this study to determine whether

familiarity and perceived social support are significantly correlated to the

social support that eSports Athletes received.

According to Stangor (2010), descriptive research is a research

designed to provide a snapshot of the current state of affairs. It provides a

relatively complete picture of what is occurring at a given time. Also, it

allows the development of questions for further study but does not assess

relationships among variables.

Subjects and Study Site

The researchers used the non-probability purposive sampling

technique. According to Lavrakas (2008), nonprobability sampling does

not attempt to select a random sample from the population of interest.

Rather, subjective methods are used to decide which elements are


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included in the sample. Purposive sampling also known as judgmental

sampling or expert sampling produces a sample that can be considered

“representative” of the population, often accomplished by applying expert

knowledge of the population.

A total of one hundred sixty (160) student-athletes of volleyball and

football’s men’s and women’s senior division from the eight UAAP schools

participated in this study. These include National University, University of

the Philippines, University of the East, De La Salle University, University of

Santo Thomas, Ateneo De Manila University, Far Eastern University, and

Adamson University. The researchers picked 20 student-athletes from

each of the schools to take the survey.

The study was conducted inside the campuses of nearby

universities while online survey was done for farther universities.

With the limited studies conducted about the familiarity and the

perceived social support of student athletes regarding eSports here in

Manila, the researcher believed that it is essential to conduct this survey to

gather substantial data and information in order to give positive insights

about eSports and its community.


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Data Measurement or Instrumentation

The instruments of the study were comprised of three parts (1)

Demographic Profile, (2) Familiarity Questionnaire, and (3) Perceived

Social Support Questionnaire.

For the instruments used for Familiarity and Demographic Profile,

the survey instruments were borrowed from Sugishita’s (2015) study

Campus Knowledge of eSports. It included the Likert Scale that indicated

the respondent’s level of agreement or disagreement on a series of

statements. The survey was comprised of 22 questions requesting

information concerning the respondents’ video game participation habits,

familiarity with eSports in general and its use on college and university

campuses, likeliness of implementing of eSports program at the respective

institution, as well as selected demographic information (gender, age, job

title, etc.).

For the Perceived Social Support, questions were borrowed from

Kristen Dieffenbach’s Perceived Social Support Systems during Athletic

Injury Recovery in Collegiate Club Sport Athletes Questionnaire. To adapt

the level of the research subjects in relation to the research goals, this

borrowed instrument were modified by the researchers.

Kristen Dieffenbach’s instrument was a questionnaire based on the

Social Support Survey-Clinical Form (SSS-C) developed by Richman et al.

(1993) and later used by Henert (2000). Modifications were made by


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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

of support. The questionnaire examined the types of social support that

each athlete perceived and who provided the support. It was administered

to the athlete during their first week of rehabilitation.

The questionnaires used were checked by two experts and these

were modified and validated.

Data Gathering Procedure

INITIAL PHASE:

Send letter of consent to Director and Administrations of selected schools

WORKING PHASE:

Gather data of student athletes through survey questionnaire

TERMINATION PHASE:

Analyzing the results and getting feedback

Figure 2
Data Gathering Procedure
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During the initial phase, letters were sent to the Director and

Administrations of different participating schools to seek approval for the

conducting the study. Upon their approval, the letters of consent were

distributed to the respondents. Receiving positive response through their

consent and approval, the researchers distributed the set of

questionnaires. In some cases, like the University of the Philippines and

De La Salle University which are farther from a geographical proximity of

other universities, the researchers have prepared an online survey

containing the letter of consent and the survey were distributed online.

After gathering the questionnaires, the data gathered was encoded and

analyzed for interpretation.

Ethical Considerations

Research ethics provides guidelines for the responsible conduct of

research. In addition, it educates and monitors scientists conducting

research to ensure a high ethical standard. In this study, the researchers

sustain the following ethical practices to preserve the integrity of the

paper:

Risks. The researchers made sure that the chosen respondents

may decline to answer any or all questions and she/he may terminate her

involvement at any time they choose. An extension of respect to the


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respondents’ decision towards the extent of their involvement was highly

observed.

Benefits. The researchers clarified that there would be no direct

benefit for the respondents’ participation in this study. However, the

researchers hoped that the information obtained from the study may

inform eSports athletes about the current situation and the familiarity of

the student-athletes towards eSports.

Confidentiality. Data gathered was made anonymous. Any and all

personal information they provided were not released to unqualified

personnel. The answers gathered undergo analysis as part of a group,

along with other participants.

Voluntary Participation. The respondents’ participation was

voluntary. It was up to them to decide whether or not to take part in this

study. Student-athletes who decided to take part in this study were asked

to sign a consent form.

Costs to Subject. There were no costs involved to the

respondents’ for their participation in the study.

Compensation. There was no monetary compensation for the

respondents’ participation in this study.

Honesty. The researchers honestly reported the data, results,

methods, procedures, and publication status. It was not fabricated,

falsified, or misrepresented the data.


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Respect for Intellectual Property. The researchers did not use

unpublished data, methods, or results without permission. Researchers

gave credit where credit is due and never plagiarized in any form.

Data Analysis

The researchers used the following common statistical tools in the

study;

Percentage is any proportion or share in relation to a whole. In this

study, it was used to determine the percentage usually for respondents’

data on profile.

Mean refers to the average that is used to derive the central

tendency of the data in question. It was used to determine the mean

responses of the respondents in the statements in the questionnaire.


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Pearson Correlation is used to find the degree of the association

of two sets of variables, X and Y or to test the significant relationship

between two variables

Standard Deviation is a measure that is used to quantify the

amount of variation or dispersion of a set of data value.


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CHAPTER 4

PRESENTATION, INTERPRETATION AND ANALYSIS OF DATA

This chapter provides data gathered, statistical analysis and their

corresponding interpretations. This study aimed to determine the

familiarity and social support of student athletes towards eSports in

Manila.

1. Demographic profile of the Respondents

Table 1
Frequency and percentage of event, age, and gender

Event Freq % Gender Freq %


Football 92 57.5% Male 76 47.5%
Volleyball 67 41.875% Female 84 52.5%
Others 1 0.625% Total 160 100%
Total 160 100%
Age Freq %
16-17 16 10%
18-20 110 68.75%
21 and above 32 20%
Unknown 2 1.25%
Total 160 100%

Table 1 show that most of the respondents came from the football

teams of the various universities, showing a frequency of 92 out of 160

student athletes and having a percentage of 57.5%. Most of the


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respondents were from the age bracket of 18-20 years old having a

frequency of 110 and a percentage of 68.75%. Most of the respondents

were female having a frequency of 84 out of the 160 respondents and a

percentage of 52.5%.

2. Perception of the respondents with eSports according to:

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.

General Weighted Mean 4.01 1.38


α = 0.05

Table 2 displays the mean scores and standard deviation for

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

score is “I am familiar with eSports clubs at my campus” (3.26).


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Sugishita (2015) stated that it was not surprising to see that

Knowledge on eSports programs and clubs are extremely low for older

people. She also stated that the reason why eSports program or clubs

were not recognized or supported on institutions because of scholarship

concerns. Some of the concerns entailed not being able to provide athletic

scholarships or only being able to provide merit-based scholarships for

academics. Additionally, if particular institutions had leeway to provide

financial aid, Sugishita (2015) further stated that the respondents indicated

the money would likely be spent elsewhere.

With what Sugishita (2015) stated, it is also the same with the

respondents’ knowledge and familiarity about eSports club within their

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

is undeniably true that all are familiar with computer games.


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B. Perceived Social Support

Table 3
Mean and Standard Deviation of Perceived Social Support

Questions Mean SD

7. I can provide listening support to 4.45 1.15


eSports athletes/ community
8. I can provide emotional support to 4.48 1.12
eSports athlete’s community
9. I can provide reality confirmation to 4.20 1.10
eSports athlete/ community
10. I can provide tangible assistance to 3.86 1.29
eSports athlete/ community
11. I can provide personal assistance to 3.90 1.28
eSports athlete/ community
12. It is important to provide listening 4.71 0.98
support to the eSports athlete/
community
13. It is important to provide emotional 4.73 0.93
support to the eSports athlete/
community
14. It is important to provide reality 4.74 0.88
confirmation to the eSports athlete/
community
15. It is important to provide tangible 4.51 0.90
assistance to eSports athlete/
community
16. It is important to provide personal 4.62 1.09
assistance to the eSports athlete/
community

General Weighted Mean 4.42 1.07


α = 0.05

Table 3 displays the mean scores and standard deviation for

perceived social support. The table shows the perceived social support

with the top two (2) highest mean scores which are “It is important to

provide reality confirmation to the eSports athlete/ community” (4.74) and

“It is important to provide emotional support to the eSports athlete/


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community” (4.72). The lowest mean score is “I can provide tangible

assistance to eSports athlete/ community” (3.86).

According to Kim et al., (2013), Emotional support, deals with the

emotional properties of personal life, including communicating empathy,

caring, reassurance and trust, and allows an opportunity for expressing

emotions and venting (Cohen, 2004; Cohen & Wills, 1985

According to Bangerter et al., (2015), there are different forms of

support: the nontangible and tangible form of support. The previous is

more favourable to give than tangible support. Nontangible forms of

support are more frequent e.g. advice and emotional support are not

necessarily limited by available physical or material resources than

tangible forms of support e.g. practical and financial assistance are finite.

According to Rosenfeld & Richman (1997), effective reality

confirmation support, for example, can help ensure team members

interact and share perceptions of the team, which, in turn, should increase

team members’ agreement on their mutual goals and the organizational

structure necessary to achieve success. Further, this should enhance the

development of a unified group commitment.

There are existing similarities between a student-athlete and eSports

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

confirmation and emotional support to eSports athletes because they


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empathize or experiences the same situation as them. Although, there is

still a limit with the support they can give in terms of tangible support like

financial and other practical things.

3. Significant difference in the familiarity and social support on

eSports according to:

A. Age

Table 4
Regression Value of Familiarity and Perceived Social Support
according to Age

Significant Difference R P Decision Remarks

Familiarity .329 .000 Reject Ho Significant

Perceived Social Support .211 .029 Reject Ho Significant

As shown in Table 4 the regression value in familiarity when it

comes to age is .329 and the p-value is .000 which shows a strong

rejection to the null hypothesis and shows that there is a significant

difference in the familiarity of the student athletes towards eSports

according to age. For perceived social support, Table 4 shows that the

regression value of perceived social support is .211 and the p-value is

0.029 indicating that there is a significant difference in perceived social

support of the student athletes towards eSports according to age.


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According to Karacic and Oreskovic (2017), adolescents are

inclined to the internet as their structure of release which leads to

addiction. New technological techniques of communication offering

interactions while providing anonymity, belongingness to a community and

social acceptability attracts adolescents. People play distinctive roles in

online games, enabling young adults in obtaining social support

unavailable in real life and meet variety of emotional needs as a report by

many researchers.

According to Blocker et al. (2014), though digital game

interventions are promising, they may be challenging to implement to

address age-related cognitive decline. Like all technology, successful use

and acceptance of digital gaming technology may be challenging for older

adults, as learning to use these devices requires cognitive abilities that

decline with age 20. Game and game system design that does not take

into account the preferences and abilities of older gamers may contribute

to low digital game adoption rates, disinterest in gaming, and poor

intervention adherence21. Unfortunately, despite potential benefits to

cognition described above, older adult populations are generally not

targeted audiences when it comes to the designing of digital games.

Age is a significant predictor of how an individual, consume and

spend hours for computer games. Adolescents to be specific is most likely

to be the majority players of computer gaming. Student-athletes, as the


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representative for the study, show no difference with the common

knowledge of the general community of adolescents. Also, the results

showed that the participants who ages 18-20 have the highest familiarity

and social support towards eSports community which means their

participation in computer gaming is high maybe because they already

experienced competitive computer gaming or eSports as casual players

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

more focused in using computer for school related activity. Meanwhile

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

correlation between the age of adolescents and computer gaming.

B. Gender

Table 5
Regression Value of Familiarity and Perceived Social Support
According to Gender

Significant Difference Mean P Decision Remarks

M F

Familiarity 4.52 3.56 .000 Reject Ho Significant

Perceived Social Support 4.55 4.30 .050 Reject Ho Significant


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For table 5, the mean value was divided between male (M) and

female (F). The familiarity of student athletes towards eSports according

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

difference of familiarity according to gender. For perceived social support

the mean value of male is 4.55 and for female 4.30 and a p-value of .050

showing that there is a significant difference in the perceived social

support that student athletes are giving toward eSports.

Computer gaming is attractive to both men and women. But from

the results, familiarity and perceived social support of male respondents is

higher than the female respondents more likely because traditionally,

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

time playing that continues in dominating the gaming platform. Persistent

gaming perceptions as male domain are seen as sexist and has hostile

environment wherein games are seen as one reason for this trend.

However, participation of females in gaming continues to recent statistics

that shows 46% of women in 2013 are frequent purchasers of video

games (Entertainment Software Association, 2013).


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From the perspectives of student-athletes in relation to gender,

both have shown high familiarity with computer games as it is widely

accepted and played by everyone depends on the interest of an individual.

Although the results have shown a slight difference between the social

support from the male student-athletes and female student athletes, male

student-athletes are more likely to provide social support towards eSports

community as they are more involved in computer gaming and they are

also frequent user of computer games. Also, several studies explains how

computer games and eSports tournaments are more favored by men,

while female participants/audiences can be rarely seen, because women

ought to be more a social type of person than men, but with the present

era, women are also making scenes in the eSports world.

C. University

Table 6
Regression Value of Familiarity and Perceived Social Support
According to University

Significant Difference F P Decision Remarks

Familiarity 3.025 .008 Reject Ho Significant

Perceived Social Support 2.032 .065 Accept Ho Not Significant

The result of Table 6 shows that there is a significant difference of

familiarity of student athletes towards eSports according to the University


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they are currently attending. The f-value of familiarity is 3.025 and p-value

is .008; therefore rejecting the null hypothesis. For perceived social

support, it is shown that there is no significant difference that student

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;

therefore accepting the null hypothesis.

According to Sugishita (2015), the knowledge and familiarity at a

professional and collegiate level to eSports are low although the possibility

of implementing eSports program in universities is being considered by

the admissions personnel. Co-curricular activities will remain or increase

the importance in the years to come in belief of the administrators which

indicate that they see ‘other’ activities such as eSports when recruiting

students is valued.

From the results, there is a common knowledge about computer

gaming among student-athletes regardless from which university they

come from showing a greater chance of giving social support to the

eSports community. Contrary to the high percentage of social support that

can be perceived from the student-athletes, the results for their familiarity

with the competitive gaming which is called the eSports is relatively low.

Different factors that were considered consist of the following: their

university does not have eSports team, they lack knowledge about the in-
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depth gaming or the proper name to call for tournaments with pool prizes

which is called eSports.


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CHAPTER 5
SUMMARY, CONCLUSIONS AND RECOMMENDATIONS

This chapter presents the summary, conclusion, and

recommendations of the study on the familiarity and perceived social

support of student athletes towards eSports.

Summary

The main goal of this study is to determine the familiarity and

perceived social support of student-athletes in Manila towards eSports.

Specifically, the research seeks to answer the following questions.

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

a. age, and

b. gender?

2. What is the perception of the respondents on:

a. the familiarity with eSports, and

b. the social support?

3. Is there a significant difference in the familiarity and social support on

eSports when respondents are grouped according to:

a. age;

b. gender, and

c. university?
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The researchers used a descriptive design to determine whether

familiarity and perceived social support are significantly correlated for the

social support that eSports Athletes received. The researchers used the

non-probability purposive sampling technique. A total of one hundred sixty

(160) student-athletes from volleyball and football’s men’s and women’s

senior division from the eight UAAP schools were the respondents. The

researchers employed the percentage, mean, standard deviation, and

Pearson correlation for the statistical methods.

The following are the findings of the study:

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)

respondent did not mention its event. Student-athlete respondents

are of ages 16-22, majority are from the age bracket 18-20.

(68.75%). The majority of the respondents are Female (52.5%)

2. For the Perception of the student-athletes on Familiarity, the

general weighted mean is 4.01. For the perception of student-

athletes on Perceived social support, the general weighted mean is

4.42.

3. There is a significant difference in the familiarity and Perceived

social support of the student-athletes towards eSports according to

age. There is a significant difference in the familiarity and Perceived

social support of student-athletes according to gender. There is a


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significant difference in the familiarity and perceived social support

of student-athletes towards eSports according to the University they

are currently attending

Conclusions

Based on the findings generated in this study, the following

conclusions have been formulated:

1. Familiarity of student athletes does not differ with their age and

gender likewise from what university they come from.

2. Perceived social support of student athletes does not differ with

their age and gender.

3. Perceived social support of student athletes towards eSport does

not differ from what university they come from.

4. The familiarity and perceived social support of male respondents

towards eSports are higher than the female respondents.

5. There is a significant difference between the familiarity of student

athletes towards eSports and the perceived social support they are

willing to give towards eSports according to gender and age

6. There is no significant difference to the perceived social support

that student athletes are willing to give towards eSports according

to their respective universities.


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7. There is a significant difference to the familiarity of student athletes

towards eSports according to their respective universities.

8. There were a high percentage of student athletes who are familiar

with computer games and eSports and the prizes and incentives in

eSports competition both in amateur and professional setting.

9. There were a low percentage of student athletes who are aware of

online gambling thru eSports aware/familiar with eSports clubs in

their university/campus.

10. As the age increases, the familiarity towards eSports also

increases.

11. The results show that the tangible support is low with the female

respondents because intangible support is available to everyone

and does not involve material needs.

12. The familiarity of Student Athletes towards eSports club in their

campus is low but the perceived social support in terms of tangible

support that they are willing to give is high.

Recommendations

Based on the conclusions drawn from the findings of this study,

the following recommendations have been made:


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1. E-sports as a growing community must be supported and

acknowledged by universities because there is a considerable

number of students who can probably represent the school in

various professional or competitive computer games.

2. Student-athletes who are especially playing online games should

also be aware and informed of gambling issues in playing online

games.

3. Further study about the following shall be conducted to further

enrich inputs of eSports:

a. the motives and characteristics of e-Sports fans across various

types of games;

b. the current perception of e-Sports “sport” status and then track

potential changes as the industry matures and develops a

greater following among a variety of constituents;

c. the effects of playing E-sports;

d. the physical fitness of e-sports athletes and its effect on the

performance of e-sports athletes;

e. training camps or programs of e-sports athletes; and

f. similar study among NCAA schools, focusing on dual/individual

sports, institutions outside manila, and a larger number of

respondents.
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APPENDICES

Appendix A - Instruments

A1- Questionnaire
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A2 - Sample Answered Validation tool


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A3 - Sample Answered Questionnaire


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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:

E-SPORTS: THE PERCEIVED SOCIAL SUPPORT AND FAMILIARITY OF


STUDENT ATHLETES IN MANILA

Prepared by

BRAVO, Kena Kenesha D


CABAHUG, Mart Clarence M.
CAPILI, Joseph Merrill M.
CAPISTRANO, Faith Danielle B.
CARIGA, Jaffary B.

and have found it complete and satisfactory with respect to grammar / composition and

content.

JULAND D. SALAYO, LPT, MEM


Evaluator / English Editor

December 2018
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Appendix
Certification from Statistician

This is to certify that the Institute for Data and Statistical Analysis have reviewed,

corrected and validated the contents of this thesis entitled:

E-SPORTS: THE PERCEIVED SOCIAL SUPPORT AND FAMILIARITY OF


STUDENT ATHLETES IN MANILA

Prepared by

BRAVO, Kena Kenesha D


CABAHUG, Mart Clarence M.
CAPILI, Joseph Merrill M.
CAPISTRANO, Faith Danielle B.
CARIGA, Jaffary B.

and have found it complete and satisfactory with respect to statistical treatment and

analysis.

Assoc. Prof. Analin E. Porto, Dr. E.M., LPT, RMT


Statistician

December 2018
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APPENDIX C - Letters of Communication

C1 – Letter to Validator
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C2 – Letter of Approval to conduct study


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C - Documentation - Data Gathering Pictures

Student- athletes from Adamson University answering the


questionnaire
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Student- athletes from Far Eastern


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CURRICULUM VITAE

KENA KENESHA D. BRAVO


#799 Sta.Fe street Nancamaliran East Urdaneta City,
Pangasinan.
Mobile: 09178878038
kenakenesha@yahoo.com.ph

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

Primary Mother Goose Special School System Inc.


Bayaoas Street Urdaneta City, Pangasinan
2005-2011

Secondary Urdaneta City National Highschool


San Vicente West Urdaneta City, Pangasinan.
2011-2015

Tertiary University of Santo Tomas


Sampaloc, Manila
Bachelor of Physical Education
Major in Sports and Wellness Management
(2015-Present)

Organizations UST Lawn Tennis Team


Member
September 2015 – Present
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CURRICULUM VITAE

MART CLARENCE M. CABAHUG


Purok 7. Dimaporo st. Poblacion, Baroy Lanao del Norte
Mobile: 09560585204
Email: cabahug_clarence@yahoo.com

PERSONAL DATA
Date of Birth: October 16, 1998
Place of Birth: Tubod Provincial Hospital
Civil Status: Single
Citizenship: Filipino
Religion: Roman Catholic

EDUCATIONAL BACKGROUND

Primary Baroy Central Elementary School

Secondary Lanao Norte National Comprehensive High


School

Tertiary University of Santo Tomas


Institute of Phyiscal Education and Athletics
Espanya blvd., Manila
2015-2020

Awards and 2004-2005 -Palarong Pambansa Tarlac City Double


Achievements: Silver Medalist
2005-2006 -Palarong Pambansa Dapitan City Silver
Medal
2013-2014 -National Milo Little Olympics Marikina
City Silver Medal
2014-2015 -National Milo Little Olympics
Pangasinan Bronze Medal
2015-2016- UAAP SEASON 78 ROOKIE OF THE
YEAR Lawn Tennis (Mens)
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CURRICULUM VITAE

JOSEPH MERRILL M. CAPILI


no. 3 J&J apartments Edna street, Tarlac City, Tarlac
Mobile: 09477436950
E-mail: jcapili0603@gmail.com

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

Primary Tarlac Montessori School


LA Puerta del sol hi-land Subdivision Tarlac
City, Tarlac
2004-2010

Secondary Tarlac Montessori School


La Puerta del sol hi-land Subdivision Tarlac City,
Tarlac
2010-2014

Tertiary University of Santo Tomas


Sampaloc, Manila
Bachelor of Science in Information Technology
(2014-2015)
Bachelor of Physical Education
Major in Sports and Wellness Management
(2016-Present)

Organizations Red Cross Youth Council


Member
September 2015 – Present
81

UST – INSTITUTE OF PHYSICAL EDUCATION AND ATHLETICS

CURRICULUM VITAE

FAITH DANIELLE B. CAPSITRANO


062 San Marcos Street, Balian, Pangil, Laguna
Mobile: 09351292689
E-mail: faithdanielleBC@gmail.com

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

Secondary Balian National High School


Balian, Pangil, Laguna
2011-2015

Tertiary University of Santo Tomas


Sampaloc, Manila
Bachelor of Physical Education
Major in Sports and Wellness Management
(2015-Present)

Organizations Youth for Christ- UST


Member
September 2015 – Present

UST Swimming Team


Member
2015- Present
82

UST – INSTITUTE OF PHYSICAL EDUCATION AND ATHLETICS

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

Secondary Davao Jones Academy

Tertiary University of Santo Tomas


Institute of Phyiscal Education and Athletics
Espanya blvd., Manila
2015-2020

Awards and 2013


Achievements: Palarong Pambansa Dumagute Double bronze
2014
Palarong Pambansa Laguna Double bronze
20015
Palarong Pambansa Davao Gold

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