Professional Documents
Culture Documents
Research-Proposal-5th Ed, RCO
Research-Proposal-5th Ed, RCO
S.Y. 2023-2024
______________________________________________________________________
______________________________
COSTIN, ROSE L.
OREJOLA, PEARLY H.
BAEL 3- A
Transmittal letter
Greetings!
A, are asking for your permission as a participant for our research entitled:
We will mainly interview and observe your actions to gather data for our study. Said
data will only be used for research purposes, and some of its data will be censured in
case the participants will it for privacy. We hope for your kind consideration and
cooperation.
Research Adviser
CHAPTER I
Introduction
person or a group based on who they are. (UNESCO, 2019). The use of hate speech
may vary, some may base it on gender, their race, or some other factors like in-game
elements. Elster (2017) states that use of hate speech can cause both physical and
mental harm to its victims. As Banks (2015) notes, there is growing occurrence of hate
speech online and its potential harms, like incitement to violence, discrimination, and
experiences played on computer networks, primarily utilizing the Internet (IGI Global,
2019). The global gaming community has burgeoned, with over 2.2 billion individuals
2019). Notably, mobile gaming has gained significant traction, with surveys indicating
that players spend more time gaming on mobile devices compared to computers,
socialize, and engage in shared experiences (Tyack et al., 2016). However, alongside
the benefits, there are its downsides. The highly immersive and competitive nature of
online games has given rise to negative interactions between players, contributing to the
prevalence of hate speech within gaming communities (Yousefi & Emmanouilidou,
2021).
In recent years, researchers have shed light on the emergence of hate speech
engage in discriminatory behaviors targeting their fellow gamers. These are prevalent
in some studies conducted by Sengun et al (2019) which hate speech was due to in-
game elements, the study of Cote (2016) saw hate speech against women, Ortiz (2019)
themselves in virtual worlds, the boundaries between the online and offline realms
become blurred, necessitating a closer examination of the impact of hate speech within
Not many researches were done in the Philippine setting that focuses in hate
speech in online mobile games. Though, there are that some that tried to look on the use
of hate speech in being used in the internet like in the study of Enriquez & Estuar
(2023) where they examined hate speech being utilized in the Philippine-context of
UN Human Rights Committee and the European Court of Human Rights to address
While existing literature and studies has explored hate speech in online games
Philippine context, which serves as the backdrop for this study and where the
researchers will be conducting it. Recognizing the unique cultural landscape and
gaming practices within the Philippines, the goal of this study is to document different
hate speech that players use when playing online games, to understand their
Research Objectives
The study will mainly explore the linguistic feature of hate speech used in
online mobile games. Other objectives of the research include the following:
The following entities will benefit from this study are students, parents,
Students. Through the help of this research the students would be able to
identify different sorts of hate speech, as well as the downsides of using crude remarks,
and they would also know how to avoid and be more cautious with their words when
Parents. Through this study the parents may supervise their children and advise
them that hate speech is unacceptable. They can also help children use technology less,
Teachers. Through this study, Teachers will be able to educate students about
the detrimental impact of hate speech and identify what method they will use to reduce
hate speech by strengthening the game’s penalty systems and censorship. It will also
Gaming Companies. With the aid of this research, they will become much
more knowledgeable in improving the in-game system and management dealing with
The study will be online in different gaming platforms. Respondents for this
study are players playing online games. The reason for this is that these respondents
who play Online Mobile Games are needed since they may have used or experienced
online game hate speech. The expected time duration for the study is about four to six
resources available.
Definition of Terms
Players- someone who participates, whether it's for work or for leisure.
This chapter will mainly discuss the related literature and studies gathered by
the researchers. These different articles and researches mainly focus on the use of hate
speech in online mobile games. They are chosen as they may present some results for
Related Literatures
linguistic perspective. They explore how hate speech is created, spread and understood
within many social contexts. The author notes that the topic of hate speech is complex
valuable insights into the linguistic aspect and effects of hate speech.
The paper of Breuer (2017) explores on the occurrence and effects of hate
speech within online games. It lays out various forms of hate speech, like slurs, threats
communities. Also, it tackles on the reasons why hate speech is prevalent like online
competition, nature of online interactions and anonymity the online world provides. In
In the article of Maher (2016), it examined various toxic behavior including hate
speech within online games and how game companies focus and mitigate this problem.
The occurrence of toxic behavior, like harassment and hate speech, have negative
which aims to improve player interaction and better gaming atmosphere. Though, this
community.
Costa et al (2020) viewed different literatures to shed some light on hate speech
in online games. They examined the various forms hate speech could take like
derogatory slurs, language and threats based on factors such as gender, sexual
orientation or race. Some of the contributing aspects as why hate speech is prevalent are
social norms that the games have. The effects hate speech they further discussed
include increased levels of anxiety, social exclusion and stress, while it also impacts the
overall gaming experience and community organization. They also suggest an approach
that have collective efforts of game developers, community developers and players to
identify hate speech. Involved in the process are game developers, platform
motivations when engaging hate speech in-game. It found out that there are still
improvements to be made with hate speech detection, as it may overlook certain hate
speech or suppress a player’s expression. This highlights the need to understand hate
speech in gaming while considering social and cultural contexts within it.
of physical harm and violence) and extreme cursing (e.g., obscene swearwords) are
examples of hate speech, as are visual violence and obscenity (e.g., photos or movies of
sentiments toward a social group or collective, the concept of online hate speech is
Banks (2015) have discussed the growing use of hate speech and how they can
be regulated. Different hate speech can cause harm, in which varying regulatory
approaches were made to address them. These include from self-inspection by internet
service providers, the government legislation, and international cooperation. Banks also
noted the challenges in regulating hate speech like balancing freedom of expression,
In another article, Alkiviadou (2019) also talked with regulating hate speech and
some proposal to deal with it. They suggest that regulation should be based on both
international and national legal authorities. It should also take into account the nature of
hate speech recognizing their different implications in many contexts. It also places
importance with cooperation of governments, social media platforms, and civil
Fernandez (2020) looked into an approach used by the United Nations along
with European Court of Human Rights to address internet hate speech in the
Philippines. The paper discussed the framework in the legal setting along with its
principles that these international organizations employed to deal with hate speech.
Though, there are challenges and considerations in having to the need to combat hate
On other papers, many theorists like Espelage et al., (2013), Kowalski et al.,
(2012) and Law et al., (2012), suggests that social dominance or power is a primary
bullying during Massive Multiplayer Online Games (MMOGs). This eventually leads
bullying. They reason that children learn to bully via modeling and that particular
bullying could worsen and may lead to other negative actions like using hate speech.
Elster (2017) notes hate speech that have impacted people can have both physical and
mental harm to them. It is a serious issue as it seen increase of depression, anxiety and
suicide in different places. These not only affects people but society itself as well, in
Related Studies
In the study of Cote (2016) she observed that though there is increase in diversity
in video games, some women still get harassed or excluded in them as well as received
hate speech. This is a problem as hate speech can affect anyone negatively. Cote then
notes that women develop some strategies to cope with said experiences, though limited
at certain aspects.
The study of Ortiz (2019) delves into the various experiences and perspectives
of men of color that receives hate speech, as well as how they navigate and respond to
it. It mainly affected on their well-being and sense of belonging in the gaming
community. The participants stated they developed ways to adapts to them in order to
continue playing. Some of it includes ignoring said hate speech and focusing much
speech in their games. They found out that players encountered various hate speech,
like racism, religious discrimination and xenophobia. This use of hate speech also
varies from which server they have. The impact the hate speech has on players include
increased stress, decreased motivation in-game and even leaving the game entirely. The
study emphasizes the importance in dealing with hate speech and promote a better
gaming experience.
Zorah and Neil (2019) conducted a study where a survey was done to examine
and understand trolling. It is observed in their study that it is quite normal for players to
have aggressive behavior. These can vary from 'trolling' in-game or using hate speech.
Though, this is mainly on the online aspect rather offline. These could be denoted as to
why most may use hate speech to others. They argue that addressing this problem is
speech in online gaming. They found out that most tolerates the use of hate speech,
with the reasons for its use vary. Some states it is due to competition in game and
frustration. It is also noted that players who play longer tends to use more hate speech,
with its practice in online gaming communities alongside. Though the study also see
the possibility of lessening hate speech, through awareness with guardians of players
toxic language including hate speech. They mainly focused on the audio content, on
which they used a different method in detecting hate speech. They found different hate
speech ranging from one that attacks someone`s race, to others with their genders.
Przybylski (2019) observed in his study the effects of hate speech from online
mobile games. Such events occur commonly though there are rare instances of severe
ones. Those affected by said hate speech feel upset or down and would mostly rely on
parents for emotional support. In the interviews made by Wilson (2019), to those
affected by hate speech, some results vary. Other stated sadness like with Przybylski,
while some mainly fear as some of these hate speeches even disturb their personal lives.
Interestingly, some cope with it by ignoring them entirely, focusing more on offline
than online.
them for identification. They implemented that identifies the hate speech with their
hidden meaning, from its context to linguistic aspect, in which it was evaluated. They
found out that linguistic patterns approach performs better than baseline method with
idols and their fans in social medias. They approached this through the perspective of
pragmatics, aiming to understand the linguistic and communicative nature of it. With a
pragmatic framework, the study examined the context, effects and targets of hate
speech, as well as the power dynamics and social implications present to it.
models to understand the motivations of hate speech and their creation in. The data they
evaluated are from online social media Twitter. They found out that hate speech
creation depends on the cultural background before being used against someone.
Rangkuti and Lubis (2019) focuses on hate speech through the linguistic
perspective. They mainly gathered their data online social medias. They implemented
the use of critical discourse analysis and speech acts to determine the hate speech they
gathered. Results show that the linguistic method used could be used to identify hate
The study of ElSherief et al (2018) focuses on hate speech in social media and
analyzing their linguistic features. The study discusses patterns, themes and feelings
moderation.
Enriquez and Estuar (2023) focused on analyzing hate speech of Tweets in the
2016 Philippine election context. It aimed to give insight on the nature and occurrence
of hate speech during at the time. The findings of the study amassed many tweets, many
of which focuses on the political aspect as well as the use of hate speech.
Solitana and Chengg (2021) studied different hate speech in the Philippine
setting. They mainly gathered their sources from online social media Twitter and
analyzed them. They found out many hate speech differ from one another, which is
nearly half of the data collected. Lexical diversity also shows the different hate targets
and classes of the data. Similarly, the study of Hernandez et al (2021) focused on
gathering hate speech among Filipinos in video streaming platform Tiktok. They used
an automatic hate speech detection from transcribed videos of Tagalogs living in the
Philippines. They found out that it almost gathered a ton of hate speech in its detection,
though traditional methods are on par with the model they used.
CHAPTER III
METHODOLOGY
This chapter will discuss the following parts: the chosen Research Design the
researchers will be utilized, the Data source in which where the data will be taken from,
procedure of gathering the data, the selected Sampling Design for gathering
respondents, data analysis, the procedures to gather data and ethical considerations.
Research Design
or cultures created through online interactions. This investigates how people interact
with one another in online communities. This will be used because it can identify
reasons on a certain event online and the researchers seek to find the features of hate
speech.
Data Source
The data source will be gathered through various online gaming communities.
One notable source for this is from video streamers playing online games. They are
chosen as they are much more likely to provide data needed to explore linguistic
features of hate speech. Another source chosen are players who play online games, as
Participants for this study will be gamers who plays in online games. The games can
vary, as long as it is played online. Their gameplay will be observed to know the certain
instances for the use of hate speech in online mobile games. The data gathering
procedure will be done if, first, the respondent gives the researchers their consent to
interview and observe their gameplays that may have hate speech.
Sampling Design
sampling method that focuses on selected units with desired characteristics. This was
chosen since the researchers are trying to choose respondents that is only aimed for
those who play Online Mobile Games and to ensure correct data that will be gathered.
Data Analysis
The data will be analyzed thorough the use of thematic analysis. This will be
used to categorize the hate speech based on their themes: their linguistic features, their
characteristics, and their communicative purpose. Their application will be based on the
method.
Ethical Considerations
This study will be done following the ethical considerations so any issue that
may arise within the research is addressed. First, there would be voluntary participation
wherein respondents are free to join or not the study at any time. Second, informed
consent is done as to what purpose, benefits, or any other aspect of the study is
confidentiality are confirmed for their privacy and safety. Lastly, the results of the
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