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The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of
Saint Louis University

Carbonell, Theron V.; Ebbah, Solomon E.; Estipular, Gian Carlo P.; Gumabol, Audie Seth B.;
Lao, Cijan Michael S.; Tagulao, Carl James D.; Villacentino, Keith Irwin E.; Banayat, Angelica D.;
Gacad, Danielle Alishiah L.; Reyes, Tasha Kate E.; Tica-A Luzviminda, C.

Saint Louis University Laboratory High - Senior High School

INTRODUCTION
Furthermore, the number of video game
Background Of The Study varieties and platforms has grown substantially
(Entertainment Software Association, 2017),
In the modern digital age, multiplayer allowing video games to reach a much larger
games are becoming a part of daily social life. audience than previously thought. Along these
People are starting to use the Internet in more lines, while there has been much interest in the
significant numbers. Simultaneously, online gaming habits of adolescent boys (Bijvank,
games have grown enormously popular among Konijn, & Bushman, 2012; Konijn, Nije,
the younger population, fueling international Bijvank, & Bushman, 2007; Mazurek &
online gaming addiction (Wan & Chiou, 2006). Engelhardt, 2013), the average age of a gamer is
Online games have become one of the most 35 years, with women accounting for 41% of the
addicting things to do online. Young people, gaming population (Entertainment Software
who make up most of the game industry's Association, 2017). Researchers are becoming
audience, are immersed in new virtual universes increasingly interested in how gaming affects
with their own rules and codes of conduct. The people's behavior and sense of well-being (e.g.,
volume of studies conducted on the impact of Granic, Lobel, and Engels, 2014; Greitemeyer &
computer games on young people illustrates the Mügge, 2014; Jones, Scholes, Johnson,
importance and relevance of this area of Katsikitis, and Carras, 2014). This is because
scientific interest. Some psychologists believe many people play games, and the number of
that the hostile virtual computer environment people who play games and how much money
encourages aggressive behavior in gamers. As a they spend on games is growing all the time.
result, games teach a player to replicate Many psychologists, cultural scientists,
offensive and defensive behavior. At the same philosophers, and sociologists are researching
time, the player gets rewards and benefits from the impact of online games on multiplayer
the game for following these rules, which also players (gamers). The advancements of the
keeps them involved (Borytko, 2002; Buglak, 2000s changed public opinion of games and how
2013; Cherdymova et al., 2019). In 2011, the the gameplay was built. A second thing that has
United States government and the American been looked into is whether or not too much
Foundation for the Arts formally recognized gaming can be considered an addiction that can
computer games as an art form alongside, lead to problems like depression and anxiety
among others, film, music, painting, and (Mentzoni et al., 2011; Andreassen et al., 2016).
literature. Many Western countries hold esports
competitions every year (Savchuk, 2014).

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Nevertheless, there is not enough evidence want to show the "ideal gameplay profile" in
to say that "gaming addiction" is a disorder which games are good for your health. Most
(Aarseth et al., 2017). This has led to much studies have looked at harmful effects,
debate about whether or not it should be. Others especially how violent video games (which
argue that video games are being labeled as an show violent behavior) make people more
addiction rather than being classed as a aggressive (see the meta-analysis by Prescott,
behavioral addiction like excessive eating, Sargent, and Hull, 2018).
buying, or exercise ("An Official Division 46
Statement on the WHO Proposal to Include This research study will look into the
Gaming Related Disorders" in ICD-11," 2018). effects of multiplayer games on Saint Louis
Although this evidence of adverse effects University- Laboratory High School Grade 12
includes the contentious presence of a gaming students and the negative and positive
addiction condition, a growing body of research consequences of online multiplayer games.
shows that video games can also have sound
effects. Moderate video game players have been Gap From Origin Of The Study Or RRL
shown to have fewer psychological symptoms
than those who play excessively or not (Durkin There are several research gaps that have
& Barber, 2002; Jones et al., 2014); the reasons been found by the researchers based on the study
why people play a significant role in gaming process. The topic title is "The Effects of
improve well-being. For example, people should Multiplayer Video Games Toward the Grade 12
play for fun rather than to win or become Senior High School Students of Saint Louis
obsessed (Carras et al., 2017; Lafrenière, University", given that the researchers selected
Vallerand, Donahue, & Lavigne, 2009). Because topic is focused on the beneficial effects of
video games have historically been seen video games to students, it was difficult for the
negatively, it is critical to shed light on their researchers to find related articles that will
positive effects on well-being, expand our support the research topic. For instance, a lot of
knowledge, and demonstrate that video games articles state that playing video games have a
are not just "good" or "bad." Although previous positive impact on students, but a lot of articles
reviews explored various forms of video games also argue that playing video games have had a
on specific criteria of well-being, their scope harmful impact on students. Considering this
was narrower than in the current review. Granic issue, the researchers will identify relevant
et al. (2014), for example, demonstrated the articles that address the advantages and positive
positive effects of video games on four types of effects of video games to students.
well-being: cognitive, motivational, emotional,
Statement Of The Problem
and social; Greitemeyer and Mügge (2014)
focused solely on social outcomes; Jones et al.
This research study aims to investigate the
(2014) investigated flourishing mental health;
impacts and effects of multiplayer video games
and Pallavicini, Ferrari, and Mantovani (2018)
investigated the effects of games used as training towards the grade 12 senior high school students
tools. These reviews concentrated on certain of Saint Louis University. It also aims to
sorts of video games or aspects of well-being. investigate whether the different aspects of the
As a result, the purpose of this paper is to Multiplayer video games have a similar result
present research findings that shift away from among learners in grade 12, it will be executed
the largely negative image that video games to find possible solutions for the existing
have had in the past and instead present problems enumerated below which be based on
evidence of the positive effects of video games the interview that will be conducted.
while including several types of video games
and various definitions of well-being. So, we

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Statement of Hypothesis Social Developement Theory (1978), and


Mihaly Czikszentmihalyi’s Flow Theory (1970).
 Gaming does not affect a student’s
academic performance.

 There is no significant correlation Gaming Addiction:


between the factors affecting the
Mihaly Czikszentmihalyi’s Flow Theory (1970),
students in any way. is greatly influenced by the word “flow” wherein
constant engagement in particular activities was
 Playing video games does not affect being done by individuals who enjoyed these
one’s self esteem. activities that they preferred. As a result, he later
found out that the enjoyment these people
Research Questions experience does not come from relaxing and
leisuring in peace but by the intensity these
Specifically it aims to answer the following
activities offer which amounts to great focus in
queries:
doing these activities. Since it offered the best
user experience, the idea of flow became the
1. How does multiplayer games affect the
foundational component of the notion of optimal
respondents in terms of their
experience. A mental state known as "flow"
a. Academic performance
combines cognitive, physiological, and affective
(cognitive)?
components. Participants described the flow
b. Self-esteem (Motivational)?
experience as being similar to being in the zone,
c. Psychological and emotional
being focused, or being in the groove, which
well-being?
correlates to an ideal psychophysical condition.
d. Social behavior?
Peak performances are also influenced by flow,
which is why some people use phrases like
2. What are the perspectives of the
"everything clicks" and "experiencing a perfect
respondents towards the favorable and
moment."
adverse effects of multiplayer games?
The continuous feeling of joy and excitement
3. What are the reasons why the grade 12
urges individuals to repeat the practice of these
Senior High school students of SLU
certain activities. And in most cases result in
play video games?
addiction. Such as in our research wherein the
impacts of online gaming are greatly
accompanied by the factors that result in
addiction. Thus, we intend on using the flow
theory as a key point in measuring the frequency
Theoretical Framework and tendency of Grade 12 Students in playing
online games.
This study aims to identify the positive and
negative effects of multiplayer games on Grade
12 Senior High school Students in terms of their
emotional well-being due to multiplayer games. Psychological Behavior:
Thus the theoretical framework of this study is
based on Daniel Goleman’s Emotional Daniel Goleman’s Emotional Intelligence
Intelligence Theory (1995), Lev Vygotsky’s Theory (1995) composes of five components of
EQ. Namely, Self-awareness, Self-regulation,

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Motivation, Empathy, and Social Skills. Self- resources to meet challenges and opportunities.
awareness corresponds to comfort and priority, A society passes through well-defined stages in
as knowing your limits through your strengths its development. They are nomadic hunter-
and shortcomings gives you the opportunity to gatherers, rural agricultural societies, urban
improve or sustain. Knowing one’s self enables societies, commercial societies, industrial
you to apply your characteristics to achieve an societies, and post-industrial societies. Pioneers
outcome. Self-regulation trains us to remain introduce new ideas, practices, and habits that
calm in the face of chaos. As impulses may conservative elements initially resist. The
greatly influence our actions, knowing how to innovation is then accepted, imitated, organized,
deal with conflict nurtures us mentally. and used by other members of the community.
Motivation corresponds to the positive influence The organizational improvements put in place to
each and every one of us must have, as this support innovation can take place
results in goals. Empathy asserts knowledge. simultaneously on four different levels: physical,
Being aware of your thoughts and your emotions social, mental, and psychological. In addition,
with the strength to relate and analyze these four different types of resources are involved in
through different perspectives helps you make facilitating development. Of these four, physical
objective decisions. You can be aware of both resources are the most visible, but the least
yourself and your surroundings if you have likely to be upgraded. Increased organizational
strong social skills including active listening, quality and knowledge input significantly
vocal communication, nonverbal increases resource productivity.
communication, leadership, and persuasiveness.
Thus, we also intend to apply the use of Whereas cognitive development is a study that
Emotional Intelligence theory in order to help concentrates on how a child develops in terms of
our respondents in analyzing themselves and information processing, conceptual resources,
gather the effects that online gaming has on perceptual skills, language development, and
them. other characteristics of the properly formed adult
brain and cognitive psychology. The
development of a person's cognitive, emotional,
intellectual, and social skills and functioning
Lev Vygotsky’s Social Developement Theory over the span of a typical life span, from infancy
(1978) is the development and improvement of to old age, is referred to as psychological
the living conditions of individuals in society development. It is the focus of the branch of
and the relationships these individuals have with psychology known as developmental
each other and with other groups and psychology. Thus, the use of the Social
institutions. The theory attempts to explain the Development Theory shall serve as a pedal
qualitative changes in social structures and towards the Grade 12 Student’s participation in
frameworks that help society better achieve its their own social environment called Saint Louis
goals and objectives. It consists of the University.
development of the country's human and social
capital, including aspects such as health,
education, civil security, employment, and the
level of poverty, inequality, exclusion, isolation,
and vulnerability of the most exposed Groups. A
society's success is tied to the well-being of its
individual citizens and Improving the well-being
of all people in a society so that they can reach
their full potential is a must. Development is the
result of a society's ability to organize its

The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /4
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This study will be undertaken to


determine the effects of multiplayer video games
towards the grade 12 Senior High School
Students of Saint Louis University and to find
out how a proportion of the students are affected
by multiplayer video games on students in terms
of academic performance, mental performance
Paradigm Of The Study and coping mechanism.

The following entities are among those who


This study is about the The Effects of stand to gain from the study's findings:
Multiplayer Video Games towards the Grade 12
Senior High School Students of Saint Louis The students. Through this study, the
University, which will be materialized by students/respondents will acquire and
gathering their input regarding their experience understand the multiplayer video games effects,
benefits, advantages, and limitations in the
modern day. The study's findings will serve as a
INPUT tool to express their insights and experiences
A survey questionnaire on why the grade
regarding the influence of the multiplayer video
12 senior high louisians play multiplayer
video games.
games. Additionally, the students will become
aware of how it affects their academic
A survey questionnaire on how senior high achievement and personal growth, which may
school Louisians are affected by playing support and direct them in both school and life.
multiplayer video games.
The Parents. The finding of this study will aid
parents in gaining an understanding as to why
PROCESS some children are being addicted to multiplayer
A Quantitative research method video games and give them insight into the
with mixed descriptive and possible consequences of it. Furthermore, this
would enable them to successfully discuss the
correlational design
possible negative effects of playing games with
their children and develop a plan to help them
manage their time and attention.

The Teachers. This study provides


comprehensive insights to regulate the students
INPUT concerning the influence of the of multiplayer
The reason why the grade 12 senior high video games through looking upon the students'
louisians play multiplayer video games. perspective from the study's findings.
Furthermore, they may establish better methods
The Effects of Multiplayer Video Games towards
the Grade 12 Senior High School Students of
to assure that students would focus on their
Saint Louis University academics despite multiplayer games effects
after evaluating the favorable results of this
study.

Significance Of The Study Future researchers. This research study intends


to contribute to the body of knowledge; hence,
future researchers can also utilize this study as

The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /5
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the foundation for future research. The findings METHODOLOGY


of this study will be used as a source of
information and a guideline for future This chapter discusses how the researchers
researchers who aim to enhance and expand the will obtain and analyze data regarding the
study relating on how multiplayer video games Effects of Multiplayer Video Games on Grade
affect students in terms of academic 12 Senior High School Students of Saint Louis
performance, mental health and coping
University.
mechanisms. Moreover, future researchers are
encouraged to pursue this topic in a different
timeframe and from a new perspective.
Research Design
Scope and Delimitation
Given the goal of the investigation, the
This study covers the effects of playing researchers decided that the Quantitative
online multiplayer video games on the general approach is the best approach for the study. This
well-being of Grade 12 students at Saint Louis research study utilizes the quantitative approach
University-Laboratory High School. It is to collect and analyze statistical data that can be
designed to look into the positive and negative used to discover patterns and averages, construct
consequences and present research findings that predictions, test causal relationships, and
support the idea of multiplayer video games generalize results to a broader population
being favorable for one’s well-being under (Bhandari, 2022). The researchers used this
certain controlled gaming conditions. strategy in order to get quantifiable data on the
effects of multiplayer video game play on grade
The study was delimited to Grade 12 12 senior high school Louisians. Concurrently, a
Senior High Louisians from the three academic mixed descriptive and correlation design was
strands, mainly Science, Technology, then chosen by the researchers to gather data for
Engineering, and Mathematics (STEM), a systematic description of the population and its
Accounting and Business Management (ABM), predicament (McCombes, 2020), while also
and Humanities and Social Sciences (HUMSS). examining the interaction between variables
Both males and females studying at Saint Louis outside of the researchers' control and
University Laboratory- Senior High School were manipulation (Bhandari, 2022).
considered by the researchers in choosing their
population for the data collection. Locale and Population

This study excluded the results and This study will take place at Saint Louis
outcomes for pathological gamers. It delimits University-Laboratory Senior High School
that the study does not cover the population of located at Recto St, Baguio, Benguet. The
adult gamers, including college and lower grade delimited respondents are to be the grade 12
levels. Senior High Louisians with three different
academic strands. The strands that are going to
be considered by the researchers include
Science, Technology, Engineering, and
Mathematics (STEM), Accountancy, Business
and Management (ABM), and Humanities and
Social Sciences (HUMMS). In total, there are

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953 grade 12 students of Saint Louis University


Laboratory, but only 273 students are going to For the sampling design of this study, the
take part in this study since the researchers researchers have decided to use a Stratified
employed stratified random sampling. Slovin’s random sampling. According to Qualtrics,
formula was utilized to determine the needed (2022) a Stratified sampling is a probability
number of respondents. Below are the details sampling technique in which the total population
regarding the number of respondents per Strand is divided into homogeneous groups (strata) to
complete the sampling process. This method
ensures the reliable quality of the sample and
Grade 12 STEM 210 avoids bias during data collection, the Fishbowl
draw method will be used in order to achieve a
Grade 12 ABM 35 sample population that best represents the whole
population by dividing them into subgroups,
which is also known as the strata. For this study,
Grade 12 HUMSS 28 the researchers aim to discover The Effects of
multiplayer video games on the Grade 12 Senior
High School Students of Saint Louis University;
thus, they have divided the whole grade 12
The formula used by the researchers to students into different strata according to their
determine the sample size of the population is strands. In total, three groups were formed using
the Slovin’s Formula. This formula is calculated the formula offered by the stratified random
as: sampling design, wherein Slovin’s formula will
be used to calculate the estimated sample size.
Some benefits of utilizing this design, as stated
n= in an article written by Short (2019), are to avoid
bias during data collection, increase statistical
efficiency, and provide data to represent and
analyze subgroups.
Where n = sampling size N = population size e =
margin of error (where 5% of margin of error Data Gathering Instrument
was allotted) While the formula used by the
researchers to determine the proportionate The data gathering statement selected in
stratified random sample is: this research will be the survey form; The
researchers decided to adapt web-based
STRATIFIED RANDOM SAMPLING questionnaires in this study to allow the
researchers to answer better and understand the
problems provided in this paper. In addition, the
= x researchers decided to adapt questions taken
from the study "The effects of video game play
on academic performance, Wright (2011), as
they were reviewed and statistically proven by
statisticians and researchers. The survey
questionnaires that were used is composed of a
Sampling Design Likert scale and Open-ended questions; the

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survey will study the effects of multiplayer limited in-person surveys with respondents,
games on students in terms of: academic which would yield more accurate data. One
performance, self esteem, psychological and week is the recommended time for the
emotional well being and social behavior, their researchers to gather data, though this may
perspectives and the reasons why the students change if the sample size cannot be attained in
play multiplayer video games. that period.

Data Collection Procedure Data Analysis

The first step in acquiring the necessary After retrieving all the necessary data, it
data for this study is to consider and follow the will then be interpreted using descriptive
appropriate procedure. The researchers will use statistics and regression analysis. Here,
a number of ethical criteria throughout the entire descriptive analysis is used to describe what the
data collection process. The study's organizers data shows through its mean. It is used to
must first gain approval from both the subject present data in a manageable form to answer the
teacher and the school's principal before they first and the third problem, and regression
can send the survey questionnaires. Greetings analysis will be used for the second problem,
and details about the goal and importance of the wherein the relationship between two variables
research will be included in a formal request is measured, this data analysis is performed to
letter that will be sent in order to complete the look at how an independent variable affects the
task. To collect data for this project, the consent dependent one to develop predictions about the
will act as a first step. Following the letter's gathered data.
approval, data gathering will start.
The first section will present the
The letter will provide a full breakdown quantitative results regarding the effects of
of the various benefits of taking part in the multiplayer video games among the grade 12
survey, as well as information about how students of SLU Laboratory in the following
responses will be kept private and anonymous areas: academic performance, mental
both before and after the survey. The performance, and coping mechanism
respondents who will be selected via the
fishbowl draw procedure. The link to the The second section will show the
questionnaire will be easily accessible below the quantitative results of the difference in the
letter once the respondents have agreed to responses of the grade 12 students of SLU
participate in this study. However, if some Laboratory along among the strands: STEM,
responders are unable to participate, substitute ABM, and HUMSS. Each section will discuss
for their role is taken into consideration by once the items for each area and strand.
again selecting a student using the fishbowl
draw method. Ethical Considerations

The senior high school students at SLU In the survey form that the researchers
Laboratory will be the source of the information will create, there will be ethical considerations
needed for this study. To gather data, the that both researchers must comply with. These
researchers will use survey questionnaires. This shall be the guiding principles for the duration of
is because, as a result of the present global data gathering. These considerations shall stress
pandemic, researchers can now only conduct on the following: voluntary participation,

The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /8
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informed consent, anonymity, confidentiality, stated consent letters include the researcher’s
reducing and or removing the potential for harm, information, the purpose of the study,
and results in communication are among these procedures, and confidentiality. The voluntary
principles. nature of participation states their free choice to
either participate, withdraw, or decline the
In the course of the study, the participants invitation to participate. It mentions that after
were provided with consent letters to sign before the respondents have signed the consent form,
answering the questionnaires, as well as they are allowed to withdraw anytime, and their
collecting their answers and information. The information will be returned or terminated.

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The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /2
2

APPENDIX A
Letter to the Research Adviser

November 2022

COLE L. HERNANDEZ
Teacher, Saint Louis University Basic Education School
Senior High School Department
C.M. Recto St., Saint Joseph Village, Baguio City

Greetings, from Saint Louis University High School. Higher Purpose, Greater Good.

We, the Grade 12 STEM F – Saint Elizabeth students of Saint Louise University, Senior High School
Department, are currently making an investigatory project entitles “The Effects of Multiplayer Video
Games towards the Grade 12 Senior High School Students of Saint Louis University”

To fulfill the requirement for our Research III ( S.Y. 2022-2023 ), we humbly request for your guidance
and service in helping us understand how multiplayer video games impact the grade 12 students of SLU.

We are writing to humbly request for your knowledge and expertise to serve as the research adviser for
our research. We believe that your insights and inputs will be valuable and will greatly enrich our study.

We hope that you could fulfill our request. Please respond to this letter at your most convenient time.

Thank you for your consideration and continuous support in the university’s research objectives.

Sincerely,

Carbonell, Theron V. Lao, Cijan Michael S. Banayat, Angelica D.

Ebbah, Solomon E. Tagulao, Carl James D. Gacad, Danielle Alishiah L.

Estipular, Gian Carlo P. Villacentino, Keith Irwin E. Reyes, Tasha Kate E.

Gumabol, Audie Seth B. Tica-A Luzviminda, C

Noted,

Cole L. Hernandez Ruby Catalina P. Bautista


Research Adviser LAC Research Department

The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /2
1

APPENDIX B
Letter of Permission

November 2022

ALEJANDRIO P. PABLICO, LPT, MAEM


Principal
Saint Louis University Basic Education School
C.M. Recto St., Saint Joseph Village, Baguio City

Greetings, from Saint Louis University High School. Higher Purpose, Greater Good

We, the Grade 12 STEM F – Saint Elizabeth students of Saint Louise University, Senior High School
Department, would like to ask for your permission to allow us to conduct a survey among the grade 12
students about our research “The Effects of Multiplayer Video Games towards the Grade 12 Senior High
School Students of Saint Louis University”. The survey will last only about 5 to 10 minutes. Rest assured,
the data gathered will remain confidential and for academic purposes only.

We are hoping that this request will merit your favorable approval.

Thank you for your consideration and continuous support in the university’s research objectives.

Respectfully yours,

Carbonell, Theron V. Lao, Cijan Michael S. Banayat, Angelica D.

Ebbah, Solomon E. Tagulao, Carl James D. Gacad, Danielle Alishiah L.

Estipular, Gian Carlo P. Villacentino, Keith Irwin E. Reyes, Tasha Kate E.

Gumabol, Audie Seth B. Tica-A Luzviminda, C

Noted, Approved by,

Cole L. Hernandez Ruby Catalina P. Bautista Alejandrio P. Pablico


Research Adviser LAC Research Department Principal, SLU

The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /1
1

APPENDIX C
Letter to the respondents

November 2022

Dear respondents,

We are currently conducting a study called “The Effects of Multiplayer Video Games towards the Grade
12 Senior High School Students of Saint Louis University” under the Science, Technology, Engineering,
and Mathematics (STEM) strand in partial fulfillment for our requirement for our Research III.

The objectives of our study are the following:

1. To determine the effects of multiplayer video games among the grade 12 senior high school
students of SLU through the following:
a. Academic Performance
b. Self esteem
c. Psychological and emotional well-being
d. Social behavior

2. To determine the perspectives of the grade 12 senior high school students of SLU towards the
favorable and adverse effects of multiplayer games.

3. To determine the main reasons why the grade 12 senior high school students of SLU play video
games.

Having been chosen as one of the respondents, please go over the questionnaire and answer it in the most
honest possible way.

Participating in our study is voluntarily, you also have the right to withdraw your consent and discontinue
participation at any time with any penalty or loss of benefits to which you are otherwise entitled.

Should you choose to participate, we assure you that your responses will only be collected and analyzed
for research purposes. Only the researchers will have access to all of your responses.

Thought the results of this study may be presented at scientific or professional meetings and published in
scientific journals, your identity will be disclosed. You will be given access to the results of the study.

Thank you and stay safe fellow Louisians.

Sincerely,

Carbonell, Theron V. Lao, Cijan Michael S. Banayat, Angelica D.


Ebbah, Solomon E. Tagulao, Carl James D Gacad, Danielle Alishiah L.
Estipular, Gian Carlo P. Villacentino, Keith Irwin E. Reyes, Tasha Kate E
Gumabol, Audie Seth B. Tica-A, Luzviminda, C.

The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /1
1

PROFILE SURVEY

I. BIO DATA

Name (Optional):

Age:

Gender:

Nationality:

Occupation:

Educational Status:

Strand and Section:

II. This questionnaire will assess your eligibility as a respondent for this study. Please provide an
honest response to each question by putting a check in the box

1. Do you play multiplayer video games?

2. In the average week, how many hours do you spend gaming?

3. What is your primary mode of gaming?

4. What game genre has been your primary center of play?

The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /1
2

QUESTIONNAIRE

I. How does multiplayer games affect the grade 12 senior high school students of SLU through
the following:
a. Academic Performance
b. Self esteem
c. Psychological and emotional well-being
d. Social behavior

Please read and understand each statement carefully. Select the number that represents your reaction
to the statement

Scale Level
1 Strongly Disagree
2 Disagree
3 Agree
4 Strongly Agree

A. Academic Performance

1 2 3 4
1. I feel sleepy during classes.
2. I do not keep up with my assignments.
3. I have missed school because I played video games.

B. Self Esteem

1 2 3 4
1. I feel good being in the classroom.
2. Teachers say I have good attitude.
3. I think I play video games too much.

C. Psychological and Emotional Well-being

1 2 3 4
1. I lie about how much I play video games.
2. Playing video games makes me feel good.
3. Video games are important in my life.

D. Social Behavior

1 2 3 4
1. There should be a video game club in school.
2. I have been told that I play video games too much.
3. I like most of my teachers.

The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /2
3

II. What are the perspectives of the respondents towards the favorable and adverse effects
of multiplayer games ( Open ended Questionnaire )

1. Do you think video games are educational? Why or why not?


____________________________________________________
____________________________________________________

2. Do you think video games affected your GPA negatively? Why so?
____________________________________________________
____________________________________________________

3. What don’t you like about video games? Why so?


____________________________________________________
____________________________________________________

III. What are the reasons why the grade 12 Senior High school students of SLU play video
games?

Please read and understand each statement carefully. Select the number that represents your reaction
to the statement

Scale Level
1 Strongly Disagree
2 Disagree
3 Agree
4 Strongly Agree

1 2 3 4
1. Self Distraction
2. Loneliness
3. Life Satisfaction
4. Social Support
5. Self efficacy

The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /3

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