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Chapter 1
INTRODUCTION
This chapter of the paper presents the problem and its setting. It includes the background
of the study, statement of the problem, significance of the study, hypothesis, and the scope and
Introduction
An excellent choice for earning additional income, Axie Infinity has risen in popularity
among several countries. With its sudden fame comes a list of problems within its community,
including volatile market prices, its impact on the players' personal lives, and the game's
technical bugs. But one aspect seems to be left behind—its effect on the physical health of the
players.
This study focuses on the impacts of Axie Infinity on the physical health of the players,
specifically, problems related to body pains and eye strains, which are among the most common
As a result of the COVID-19 pandemic's emergence, some Filipinos resorted to Axie Infinity,
a play-to-earn game, as an additional source of income. 40.53% of about 10 million Axie Infinity
players are Filipinos, primarily scholars, of the said game. Axie Infinity, being a video game, is
seen by the researchers to be a possible cause of physical strain to its players, particularly with
their musculoskeletal and visual health. Several existing studies indicate its possibility, including
Axie Strainfinity: An assessment of musculoskeletal and visual health of Axie Infinity
players from University of the East – Caloocan
the study of Phuah Rong Yao et al. (2021), who stated that mobile video gamers tend to experience
different kinds of musculoskeletal pain, including lower back pain. Meanwhile, the American
Optometric Association stated that frequent and extended use of digital devices could lead to
Computer Vision Syndrome (CVS), characterized by eye strain, dry eyes, and pain in the neck and
shoulders.
With the current state of research in this area, the researchers believe that more empirical
data are needed as there are gaps in knowledge identified. One of which is that none of any research
related to this area has specified a particular video game being played. Games differ in mechanics
and style. As emphasized by Misawa et al., Mylona et al. (2020) stated, eye movements while
playing video games were more rapid than doing conventional tasks. However, no information
was provided about what classifies traditional schemes and what type of video game is being
played.
Moreover, several researchers [ Shan et al. (2013), Quieroz et al. (2018), and Phuah Rong
Yao et al. (2021)] agreed that musculoskeletal health issues are often seen with those who use
mobile devices such as tablets, laptops, and smartphones, with the portability of the devices being
seen as the cause for experienced pain, as it provides the convenience of usability while in
awkward positions. However, the device user's activity (i.e., gaming, typing, watching) was not
This study aims to define the relationship between Axie Infinity players' gaming
characteristics and the physical strains of musculoskeletal pain and visual health problems they
1. What are the physical health problems experienced by Axie Infinity players of UE
Caloocan and;
health?
2. Does playing Axie Infinity induce negative effects to UE Caloocan student-players' vision?
3. Is there a relationship between hours played per day, gaming position, duration of being an
Hypotheses
1. H0 Hours spent playing Axie Infinity per day does not affect the musculoskeletal and
H1 Hours spent playing Axie Infinity per day affect the musculoskeletal and visual health
of UE Caloocan student-players.
visual health.
Axie Strainfinity: An assessment of musculoskeletal and visual health of Axie Infinity
players from University of the East – Caloocan
3. H0 The duration of being an Axie Infinity player does not affect the musculoskeletal and
H1 The duration of being an Axie Infinity player affect the musculoskeletal and visual
The study is focused on the effects of Axie Infinity on the Musculoskeletal and Visual
Health of Axie Infinity players in The University of the East - Caloocan Campus. The
participants will be Axie Infinity players with no existing medical conditions from The
University of the East - Caloocan Campus. The methods we will be applying for data collection
will be Analysis of Variance and Multiple Linear Regression Technique to ensure the accuracy
The unknown population of Axie Infinity players in the University of the East – Caloocan
is a known limitation. Because of that, only convenience sampling can be implemented, which
may affect the researchers’ ability to generalize this study’s conclusion. Another limiting factor
is that the survey is a self-administered questionnaire, and the participants' responses could be
biased and inaccurate. Lastly, there are other possible causes of musculoskeletal pain and visual
health problems that a student experiences, such as prolonged sitting and extended screen
exposure in virtual classes. The results of this study might differ may it be conducted in another
time frame.
Axie Strainfinity: An assessment of musculoskeletal and visual health of Axie Infinity
players from University of the East – Caloocan
Axie Infinity Community as the researchers would provide important information about
the possible causes of uncomfortability while playing the game. The study would also provide
(frequency/patterns, the relationship of causes to risk factors, etc.) regarding the occurrence of
musculoskeletal pain and visual health problems on participants. Moreover, this study could be a
stepping stone into the development of new therapies and would contribute significantly to the;
Game Developers as this study could give them more information about the habits of
gamers that might affect their health. Moreover, that information could be used to develop new
University as this study can provide information on the development of new policies and
guidelines that will focus on the betterment of the health conditions of its;
gain credible information that would help them alleviate existing or impending health conditions
Resources
Axie Strainfinity: An assessment of musculoskeletal and visual health of Axie Infinity
players from University of the East – Caloocan
[1] American Optometric Association. (n.d.). Computer vision syndrome (Digital eye strain).
https://www.aoa.org/healthy-eyes/eye-and-vision-conditions/computer-vision-
syndrome?sso=y#:%7E:text=Computer%20vision%20syndrome%2C%20also%20referre
d,digital%20screens%20for%20extended%20periods.
[2] Mylona, I., Deres, E., Dere, G. D., Tsinopoulos, I., & Glynatsis, M. (2020). The Impact of
[3] Phuah Rong Yao, J., Sundar, V., & Ramalingam, V. (2021). Predictors of Mobile Video
2704rpf.v11i3.3916
[4] Player Counter. (2021, August 11). Axie Infinity Live Player Count.
https://playercounter.com/axie-infinity/
[5] Queiroz, L. B., Lourenço, B., Silva, L. E. V., Lourenço, D. M. R., & Silva, C. A. (2018).
https://doi.org/10.1016/j.jped.2017.09.006
[6] Servando, K., Sayson, I., & B. (2021, August 26). The jobless turn to crypto video game for
crypto-traders-unemployed/
[7] Shan, Z., Deng, G., Li, J., Li, Y., Zhang, Y., & Zhao, Q. (2013). Correlational Analysis of
neck/shoulder Pain and Low Back Pain with the Use of Digital Products, Physical
Axie Strainfinity: An assessment of musculoskeletal and visual health of Axie Infinity
players from University of the East – Caloocan
Activity and Psychological Status among Adolescents in Shanghai. PLoS ONE, 8(10),
e78109. https://doi.org/10.1371/journal.pone.0078109