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.