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E Sports

This study aims to determine the effects of playing e-sports on students' well-being in terms of personal, academic, and psychological factors. Specifically, it seeks to understand the demographic profile of student gamers, identify the factors affected by e-sports, determine the extent of effects on personal, academic, and psychological aspects, and provide recommendations to address negative impacts. The study is grounded in flow theory and self-determination theory, which posit that excessive gaming can harm individuals by prioritizing enjoyment over self-care and relationships, and that gaming for extrinsic rewards like winning can also negatively impact personal well-being and academics.
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0% found this document useful (0 votes)
47 views15 pages

E Sports

This study aims to determine the effects of playing e-sports on students' well-being in terms of personal, academic, and psychological factors. Specifically, it seeks to understand the demographic profile of student gamers, identify the factors affected by e-sports, determine the extent of effects on personal, academic, and psychological aspects, and provide recommendations to address negative impacts. The study is grounded in flow theory and self-determination theory, which posit that excessive gaming can harm individuals by prioritizing enjoyment over self-care and relationships, and that gaming for extrinsic rewards like winning can also negatively impact personal well-being and academics.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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low self-esteem, depression, and poor academic success are often correlated with

inappropriate and intense video gaming. Further, it has also been found that playing

games for more than three to four hours can lead to addictive behavior in children.

Symptoms such as psychiatric disorders, lack of motivation, functional deficiency, deceit,

and withdrawal can be caused by the intense playing of E-sports. Moreover, people who

spend less time playing E-sports have higher levels of psychological well-being as

compared to those who spend more time on E-sports. Also, people who have less

psychological well-being, have more chance of developing depression. (Goh C, Jones C,

Copello A. 2019)

Right now, in the Philippines, e-sports has risen to prominence, with millions of

people participating worldwide. It is also an action that gamers engage in to satisfy their

gaming desires. E-Sport is rapidly growing, and according to rumors, an E-Sport

competition will be held in the Philippines. Moreover, E-Sports, a term commonly used

to designate electronic sports, has become particularly emerging in the Philippines. E-

Sports also known as electronic sports is a kind of multiplayer video game that is played

competitively especially for teenagers. Playing this kind of video game is sometimes used

to escape or to temporarily forget the bad side of reality. E-Sports also make us

experience the thrill of playing with different people around the world. The quality of

video games has improved a lot that surpasses all the previous versions of computers. It is

also a reason why a lot of teenagers are addicted to it.

E-sport games are part of the student’s pastime to hang out with friends.

But it also has a negative effect on students' well-being. Focusing more on the E- sports,

student might lose time to focus on academic, personal and other forms of socialization.
If gaming starts to take over a student’s life, it leads them to become addicted that may

cause various effects on students' well-being. The researchers will be conducting a study

entitled "The Effect of E-Sports on IPESR Students Well-Being. This study aims to know

the effect of e-sports along; personal, academic and psychological and also the possible

recommendation to address the effects of e-sports on IPESR BPED student.

Statement of the Problem

The purpose of this study is to determine the effects of playing E-Sports on

IPESR BPED students' well-being at Bicol University. Specifically, it seeks to answer the

following:

1. What is the Demographic profile of the respondents in terms of;

a. Age

b. Sex

c. Family Monthly Income

d. Hours spend in playing e-sports

e. Types of E-Sport

2. What are the factors that effects of e-sports along?

a. Personal

b. Academic Performance

c. Psychological

3. Determine the extent of the effect of the factors of e-sports

a. Personal

b. Academic Performance

c. Psychological
4. Recommendation/Suggestions to address the effects of e-sports on the

respondents.

Hypothesis

E-Sport does not affect the well-being of the students.

Scope and Delimitation

The main focus of this present study is the Effects of E-sports on IPESR BPED

student’s well-being S.Y 2023-2024 and the recommendation to address the effects of

e-sports on the respondents. This study will focus on those students who officially

enrolled in IPESR campus and those who are gamer.

The researcher wants to conduct the study at the Institute of Physical

Education Sports and Recreation. The two selective groups of student gamer are

students who are not in an E-sports program but play video games and student

athletes who are officially in Bicol University E-sports program. The respondents of

this study are the 3rd Year BPED students who are gamer.

This study will be conducted at the Institute of Physical Education Sports

and Recreation (IPESR), non-students and students from other campuses are not

included since the study is focused on the status and condition of 3rd year BPED

students who are gamer. Those students who are not gamer are not included in this

study. The time frame of this study will be from the month of January 2023 to May

2023.
Significance of the Study

The result of this study, effect of E-sport on PESR BPED student’s well-being

will benefit to the following:

BPED 3rd Year Student. This study aims to provide benefits to them since the

respondents themselves were the gamers of E-Sports in this study. So, this research

would be beneficial to them as this will give an adequate knowledge regarding the

effects of playing E-Sports on student’s well-being of chosen respondents of IPESR.

Out of School Youth. This research will also benefit the Out of School Youth to

have a broad knowledge on the effects of e-sports on their personal and psychological

well-being. It will also help them to better understand the importance of caring for

themselves rather than spending too much time on the Internet shop.

Family. Safety of gamers is the responsibility of parents. With this research, every

family of the students will be given a view about what is playing computer games and

what are the negative effects on the health of students of too much gaming. With this

research, they will be having an adequate insight about E-Sports and they could

discipline their children to minimize online gaming.

Community. This could provide answers to enrich the community understanding,

coping on the effects of the esports to the students and other children in collaboration

with the parents, school, community in regulating and monitoring E-sport games.
This will also help the community to become aware of the effects of esports on

student’s well-being, it serves as a guide for the possible activity that surely

encourages the students to join than playing online games.

Specially that it may formed at different levels such as harassment like being bullied on

social media, physical threats, abusive opponents, stalking, and psychological pressure in

online games stated by (Smith, Birch, & Bright, 2019), (Nilsson & Lee, 2019) and

Adachi PJ, Pew (2020) and Willoughby T (2020) in foreign and local studies.

GAP TO BE BRIDGE BY THE STUDY

             The study will aim to determine The Effect of E-Sports on 3rd Year BPED

Students Well-Being 2020-2023.

             All studies have been made by the researchers to have an idea regarding The

Effect of E-Sports on Students Well-Being. The Researchers of Bicol University know

that there are already researchers who conducted the said topic, which is Quantitative

Research.  The study of Garcia, Jarabe and Paragas (2018) and Jackson (2011) have the

same focus on the effect of e-sports on students’ academic. It differs from this study

because it only focuses on the effect of e-sports on students’ academic. Among the

related literature and studies, there were no specific focus about the problem given

above.  This study can be use by the future researchers which will fill the gap upon

determining the effect of e-sports on student’s well-being. Through its process of

research, one should also determine the extent effect of e-sports on student’s well-being.

THEORETICAL FRAMEWORK
In this study, the theories of Flow Theory, and Self Determination Theory

provides the underlying principles of the study.

The Flow theory was developed by Mihaly Csikzentmahalyi,was developed with

the aim of understanding how people feel when they most enjoyed themselves, and why.

It is best describe as the state of concentration and engagement that can be achieved when

completing a task that challenges one skills furthermore, people are happiest when they

are in the state of utter concentration and completely absorbed in the activity they are

carrying out. According to this point of view too much involvement in flow by being

over absorbed and engaged can harm every individual, since they might obsess with the

state of enjoyment but ignore self-care and interpersonal relationship. They might forget

the importance of their health and academics they always think “Go with the flow ", they

might go what brings him/her to be happy.

Another theory anchored in this study is the Self-determination theory. Self-

determination is a vital piece of psychological wellbeing; as you may expect, people like

to feel control of their own lives. According to Deci & Ryan (2008). Self-Determination

Theory, or SDT, links personality, human motivation, and optimal functioning. It posits

that there are two main types of motivation—intrinsic and extrinsic—and that both are

powerful forces in shaping who we are and how we behave. In the intrinsic motivation,

playimg e-sports is a personal interest or may be inspire by peers, family and friends, on

the other hand extrinsic motivation lead us to to do our best to win the game because of

the rewards we can get on this game.

This two theories are relevant to the present study, wherein the flow theory

focuses on the bad effect of too much concentration and engaging of the student in the
sports. The other Theory is Self Determination it tells that to win the game can lead a

personal problem, psychological and academic problem because they might obsess or

addicted once the student want to win the game.


Self-Determination
Flow Theory
Theory

The Effects of E-sports


on IPESR Students
Well-being

Theoretical Framework: Figure 1


CONCEPTUAL FRAMEWORK

This study describes the following statement of the problem. The researcher wants

to know the effect of e-sports along with personal, academic performance and

psychological, and also the extent effect of e-sports. Through identifying the effects of e-

sports on student’s well-being. The researchers will able to gather information which

surely help in knowing the possible recommendations to address the problem.

The Figure 2 shows the effect of e-sport on student academic, personal, and

psychological and the possible recommendation to lessen the effect of e-sports. The data

will be collected, analyzed and examine using purely descriptive method. On the result of

the study, the researchers will describe how e-sports affect the student’s well-being. The

researchers presented this conceptual model to show how the study will be conducted.
The Effects of E-Sports on Institute of
Physical Education , Sports and
Recreation Bachelor of Physical
Education students well-being 2022-2023

Demographic Profile
a. Age
b. Sex
c. Family Monthly Income
d. Hours spend in playing e-
sports
e. Types of E-Sport

The effects of e-sports along


with:

a. Personal
b. Academic Performance
c. Psychological

The extent of the effect of e-


sport

a. Personal
b. Academic Performance
c. Psychological

Recommendation/Suggestion to address of e-
sports on the respondents.
The Conceptual Paradigm of the Study: Figure 2

Definition of Terms

For further understanding of this research and to facilitate easy reading, the

researchers listed the following terms as defined conceptually and operationally:

E-sport (electronic sport) - It is conceptually define as, video game played as a

competition for people to watch as entertainment. (Oxford Learner's Dictionaries). It is

operationally define as electronic sport which is mostly played by people due to its

popularity. In this study e-sports is the game play by the student to temporarily forget the

bad side of reality or it used for entertainment.

Well-being - It is conceptually defined as a sense of health and vitality that arises from

your thoughts, emotions, actions, and experiences. When we have well-being, we feel

happy, healthy, socially connected, and purposeful most of the time. (Tchiki Davis, MA,

PhD). It is operationally define as the positive outcome, good living conditions and

prosperity. In this study well-being is used to know the effect of the e-sports on the

students.

Effects - It is conceptually define as a change which is a result or consequence of an

action or other cause. (Oxford Dictionary). It is operationally define as the effect of e-

sports on student’s well-being, it is either positive or negative effect.

Personal - it is conceptually define as a short newspaper paragraph relating to the

activities of a person or a group or to personal matters. (Merriam-Webster). It is

operationally define as a system for supporting research in storing and retrieving


information of individuals to determine what the common effect is by their behavior in

playing E-sport for them to improve themselves.

Academic Performance - It is conceptually define as the measurement of student

achievement across various academic subjects. Teachers and education officials typically

measure achievement using classroom performance, graduation rates, and results from

standardized tests. (Encyclopedia). It is operationally define as the performance of the

student inside the classroom. In this study the academic performance of the student will

use to study to know the effect of e-sports along the academics

Psychological - It is conceptually define as mental or emotional rather than physical.

After a shock, your problems, and even your physical pain, stem from psychological

sources rather than any bodily ailment. (Vocabulary). In this study psychological is the

behavior, emotion, attitude of the student when playing e-sports


Chapter 3

RESEARCH DESIGN AND METHODOLOGY

This chapter presents the research design, population and sample of the study,
data gathering procedures, and statistical treatment of data.

RESEARCH DESIGN

This study will employ a quantitative-descriptive research design focused on the

effect of E-sport on IPESR BPEd Sstudents well-being. This quantitative research

provides numeric and unchanging detailed data and convergent reasoning, which is used

to collect necessary information from the selected respondents in order to answer the

research questions of this study. To interact with the respondents, the researchers will

distribute questionnaires in collecting the necessary data.

POPULATION AND RESPONDENT OF THE STUDY

The students from Bicol University College of Institute Physical Education Sports

and Recreation are the respondents of the study. The population consists of sixty (60)

IPESR BPED students. The total enumeration of the population serves as the respondents

of the study.

RESEARCH INSTRUMENT

This study will use survey questionnaires formulated by the researchers to collect

responses from the target population. The following are the primary components of the
instrument. The first part of the questionnaire will determine the profile of the

respondents which include name, age, sex, family income and types of e-sports play by

the student. The second part of the questionnaire will determine the effects of e-sports in

terms of personal, academic performance and psychological which were answered

through Likert scale. The third part will determine the extent of effect of e-sports in terms

of personal, academic performance and psychological. The choices range from 1-5 as 5

being the highest (Always to Never ) so the researchers can get a holistic view of

student’s opinions. Lastly is the Recommendation or suggestions from the respondents to

address the effects of e-sports.

RESEARCH VALIDATION

The questionnaire that will designed for this study will validate for process and

content validity. In the validation process of this study, copies of the questionnaire and

copies of the research questions are validate by the teachers who are expert and have

ethical standards of profession. These experts will go through research questions and the

questionnaire carefully to as certain to appropriateness and adequacy of the instrument.

Their corrections and suggestions will use.

SOURCE OF DATA

The title of the study is The Effect of E-Sports on IPESR BPED Students Well-

Being. The primary sources of data will the respondents who answer the survey

questionnaire. The secondary sources of the data are books, undergraduate theses,

journal, manuals, and other reading materials that are related to the present study. Internet

are also the secondary source of data. These sources will use by the researchers in order
to find the needed information of the study. This source will help them on ensuring and

giving them a lot of guided and reliable information.

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