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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.
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).
The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /1
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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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The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /3
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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
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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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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.
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.
The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /9
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The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /1
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The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /2
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Vasudevan, K., & Gil de Zúñiga, H. (2015, May Wright, J. (2011) "The effects of video game
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Civic Value in Multiplayer Video Modern Psychological Studies: Vol. 17:
Games. Journal of Computer-Mediated No. 1, Article 6. Retrieved from:
Communication, 20(4), 381–399. https://scholar.utc.edu/mps/vol17/iss1/6
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Zahn, C., Leisner, D., Niederhauser, M., Roos, Randomized Field Study. JMIR
A. L., Iseli, T., & Soldati, M. (2022, Formative Research, 6(2), e29179.
February 16). Effects of Game Mode in Retrieved from
Multiplayer Video Games on https://doi.org/10.2196/29179
Intergenerational Social Interaction:
https://www.academia.edu/download/57
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on academic performance. UTC 2382.pdf
Scholar. Retrieved November 2, 2022,
from Mcleod, S. (2022, May 05). Vygotsky's
https://scholar.utc.edu/mps/vol17/iss1/6/ Sociocultural Theory of Cognitive
?utm_sourc Development. Simply Psychology.
www.simplypsychology.org/vygotsky.ht
Bilgihan, A. (2013, April 15). A quantitative ml
study exploring the difference between
gaming genre preferences. Channell, M., & Goleman, D. (2022b,
SpringerLink. September 30). Daniel Goleman’s
https://link.springer.com/article/10.1007 Emotional Intelligence in Leadership.
/BF03392334?error=cookies_not_suppo TSW Training.
rted&code=3ee79fc5-c054-40e3-8d67- https://www.tsw.co.uk/blog/leadership-
2f787afb0c4f and-management/daniel-goleman-
emotional-
Terry, M. (2017, November 30). ERIC - intelligence/?fbclid=IwAR3VV2AaeeL9
ED583492 - Video Gaming as a Factor t-
That Affects Academic Performance in mcapgmCx3ju22Hehfi_r56iBxDE4pklK
6OcJhD_Eiq0Fo
Grade Nine, Online Submission, 2018.
https://eric.ed.gov/?id=ED583492 M. Biasutti,
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Heiden, J. V. M. der. (2019). The Association Editor(s): Mark A. Runco, Steven R. Pritzker,
Between Video Gaming and Encyclopedia of Creativity (Second Edition),
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389/fpsyg.2019.01731/full Pages 522-528,
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the Relationship between Video Games (https://www.sciencedirect.com/science/article/p
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Technology Research. 3. 106-111.
The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /2
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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,
Noted,
The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /2
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APPENDIX B
Letter of Permission
November 2022
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,
The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /1
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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.
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.
Sincerely,
The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /1
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PROFILE SURVEY
I. BIO DATA
Name (Optional):
Age:
Gender:
Nationality:
Occupation:
Educational Status:
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
The Effects of Multiplayer Video Games towards the Grade 12 Senior High School Students of Saint Louis University /1
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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.
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
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II. What are the perspectives of the respondents towards the favorable and adverse effects
of multiplayer games ( Open ended Questionnaire )
2. Do you think video games affected your GPA negatively? 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