Professional Documents
Culture Documents
Chapter 1
Chapter 1
___________
A Thesis Proposal
Presented to
the faculty of the College of Arts and Sciences
University of Northern Philippines
Vigan City, Ilocos Sur
___________
In Partial Fulfillment
of the Requirements for the Degree
Bachelor of Arts in Communication
____________
By
2022
Chapter I
THE PROBLEM
Introduction
Our lives were significantly impacted by the COVID-19 pandemic, and boundaries of
socialization, including physical sports, vanished. At least briefly. As people holed down at
home and sought for new opportunities for employment, education, and (obviously) recreation,
one sport—competitive video gaming, or esports—emerged possibly stronger than ever. This
industry is finding refuge online, and several significant competitions have adopted an online-
only model. Numerous platforms allow viewers to view gamers in action live.
The virtual sporting world is expanding and coming to life as the real one remains uncomfortably
quiet. For the reality, esports have been popular for quite some time.
basketball, and volleyball have been to previous generations for years. It's a chance for followers,
gamers, and economic stakeholders, and it's now a viable professional option for many young
people.
Simply described, esports involves competitive video games performed in a highly structured
arena. Such games can vary from well-known, collaborative online multiplayer arenas (MOBAs)
to single-player first-person snipers, survival battle royales, and digital recreations of traditional
sports.
A number of new social trends have begun to be created and controlled by the young adult
demographic, which is why this genre of video games is becoming more popular. A fundamental
alteration in youths' structural relationship with games is particularly crucial to this shift.
Traditional sports are losing popularity, while esports are gaining enormously. A semi circuit
exists for practically all of the most popular video games now available due to the boom.
Nevertheless, there is a standard that has been in the sporting sector for decades and has become
Having someone openly discuss your life in a disparaging manner might very well have an effect
on your decision to demoralize competitors and encourage teammates, particularly with esports
in its existing iteration where players are getting more and more affected by stress.
Additionally, athletes of all ages and levels of competition, from amateurs to professionals, have
engaged in trash talk (Conmy,2013). Trash talk is associated with sports as a "custom," and
different sportsmen have utilized it in different ways (Conmy.,2013). It's crucial to remember
that coaches and supporters often engage in trash talk, so it's not just athletes (Rainey, 2012).
More scholars have recently looked into the frequency, nature, and educational background of
players who engage in trash talk (Conmy et al., 2013; Rainey & Granito, 2010; Rainey, 2012)
Despite the fact that trash talk has become more prevalent in sports, it is crucial to understand the
variables that motivate sportsmen to use it (LoConto & Roth, 2005; Rainey & Granito, 2010;
Rainey, 2012). However, no in-depth study of the motivations behind players' trash-talking
behavior has been conducted to date. Therefore, it is crucial to investigate the causes of trash talk
Recognizing trash-talking is essential for future research and study among esports
organizations in educational institutions.. This study seeks to investigate the trash-talking and it
seeks to enlighten the factors that may affects team communication and gameplay in a certain
esports organization will be defined and measured. Additionally, further research will help
determine the different factors that may affect an esports organization thru the usage of trash-
talking. Previous researchers were only able to conduct their study among players and not on the
professional scope of the esports community. There are few limitations that must be taken into
The researchers will resolute through the fine-detailed survey questionnaire; the
community, which measures certain variables that are factors in assessing the capabilities of
This quantitative study expounds the need in understanding the phenomena of Trash-
talking and aims to seek its effect on the Cybersharks E-sports community.
a) Age,
b) Location,
c) Game Category
d) Rank
e) Gaming Experience
f) Internet Stability
g) Course
2) How is trash-talking manifested in E-Games?
3) The level of the Influence Of Trash -Talking in Team Synergy and Gameplay of the Esports
a) Relationship,
b) Cooperation,
c) Motivation/Behavior
e) Gaming Ideals
4) Is there a significant relationship between the profile and the Influence Of Trash -Talking In The
Ability Of The Esports Organization In Executing Team Synergy And Their Actions Or
Gameplay?
The purpose of conducting this research was to distinguish the effects of Trash-talking on
the Cybersharks E-sports Community. This study can serve as guidelines in assessing how the
phenomena Trash-talking can affect the Team Synergy and gameplay of players. It can also
provide knowledge among people in the E-sports communicate to inculcate the verifiable truth
that trash-talking although it’s a common practice among players it can affect everyone
especially when it comes to their relationship and communication with one another .
Hence, the researchers believe that this study is significant to the following
with one another and to be aware of that good communication is the key of establishing unity
Researchers, to comes-out from their comfort zones and explore the unexplored
experiences that are yet to discover, and further enrich their knowledge in certain communication
Future Researchers, this study would help the student researchers to be knowledgeable
of Trash-talking. It would help them to be better analysts and it can serve as a reference for more
The data collected in this study will come from the members and official players of the
Cybersharks organization. They were the respondents to this study to be able to determine the
effects of trash talking and to assess the extent to which trash talking affects the organization in
The Cybersharks E-sports, an independent and national organization from the University of
Northern Phillipines, is one of the first organizations in Ilocos Sur that was established to
promote the community of electronic sports and moba games, and each and every player was
given a chance to compete in national and international competitions as a team wavering the flag
of the university. Each member is an expert in different electronic and online games like Mobile
Legends, Valorant, League of Legends, PUBG, and Call of Duty, wherein these games are
study will be on an e-sports organization since trash-talking is very relevant in the field of moba
games and in the e-sports community. A descriptive-correlational study focused on the general
demography.
The study will explore the effects of trash-talking and will focus on the following variables that
This research will be administered under the College of Arts and Sciences of the University of
Theoretical Framework
This section presents the review of related literature that were relevant studies needed for
the study.The researchers used journals, published materials, internet sources and other reliable
resource that in gathering information that support the study to wider knowledge and
This section will provide the study’s simplified structure by illustrating the interaction of
Dependent Variables
location, game category rank, gaming experience, internet stability and course and the awareness
to the dependent variables in terms of the level of the Influence Of Trash -Talking in Team
Synergy and Gameplay of the Esports Organization such as: Relationship Cooperation,
between the level of influence and how trash talking is manifested in e-games.
In order to present the study with precise simplification and not merely perplexing,
Trash talking. This refers to a disparaging, taunting, or boastful comments especially players
Game Synergy. It refers when players go really well with one another and help to maximize the
Team Collaboration. This refers to all members of a sports team having a shared and deeply
imbedded understanding of: team identity, team philosophy, individual roles, and performance
outcome goals.
competitive video game play aimed at entertaining viewership, promoting rivalry and elevating
production
Online Games. This refers to games that are played over some form of computer network, most
MOBA. It refers to refers to games which generally have a very specific set of features in their
gameplay and design. Basically, such titles tend to have a real-time strategy element and revolve
around a fairly simple aim: to compete in a team against opponents and defeat them in a form of
battle.
Virtual Community. This refers to a group of people that rally around a specific game they like.
They can help one another with tips and tricks, commiserate about their favorite plot twists, or
Assumptions
The researchers consider the following assumptions in the conduct of the study:
1.The Researchers will do their utmost capabilities to finish the research on the right time
2. The data gathering that will be used on this study will be valid, objective and reliable
4. The Researchers will be gradually respect the decisions and opinions of our dear respondents
6.. Responses and Answers would be honestly given by only the respondents
Hypothesis
The hypothesis was tested 0.05 level of significance in the study that there is a
significant relationship between the profile and the Influence Of Trash -Talking in Team
Methodology
This part of the study discussed the research design, population, data gathering
procedures, data gathering instruments, and statistical treatment of data which will be utilize in
Research Design. To realize the purpose of this study, the researchers used the descriptive
design using the correlation method The descriptive method was used to describe the
respondents' profile and to gather the information needed for the study. The correlation method
was utilized to determine the significant relationship of the level and difference of the level of
the Influence Of Trash -Talking in Team Synergy and Gameplay of the Cybersharks E-sports.
Population and Sample. The respondents of this study will be the students of the University of
Northern Philippines, and they will be the players who are members of the Cybersharks E-Sports
organization, a nationwide organization that solely focuses on students who are interested in
various electronic games and competing in the field of E-sports. Respondents will be classified
based on their team and the games they represent, which are classified as follows: Mobile
Legends, Wildrift, PUBGM, CODM, and Valorant. The researchers will use cluster sampling by
dividing the population of the esports organizations into different groups based on the game that
they are playing. As a central basis, the respondents shall be selected accordingly based on the
Distribution of Population
Mobile Legends 7
Wildrift 7
PUBGM 10
CODM 7
Valorant 8
Total: 39
Data Gathering Instrument. To acquire the essential data regarding the influence of trash-
talking on team synergy and gameplay of the Cybersharks e-sports community, the researchers
will employ questionnaires. The survey was divided into four sections. Part I asked about the
respondents' personal information, including their age, location, game category rank, gaming
The second part contains the questionnaire, a selection for the respondents to identify their
intensity between perceived effects using a Likert scale of: 5 for Always, 4 for Frequently, 3 for
Sometimes, 2 for Seldom and Lastly 1 for Never to apprehend an accurate composition of the
proposed perceived statements which belong to a subpart signifying five sections, first one will
regarding Relationship while the second part will be cooperation related aspects which consists
of ten statements. The third part will consist of 10 statements regarding Motivational factors.
The fourth part will consist of 10 statements regarding technical factors. Ten statements about
gaming ideals will make up the final section, which is necessary in its entirety to support the
hypothesis.
In interpreting the level of Influence Of Trash -Talking in Team Synergy and Gameplay of the
Data Gathering Procedure. The researchers first prepare a questionnaire that which were
validated by experts. In gathering the needed data in the study, the researchers will seek
permission from the Organization Adviser and President of the selected players of the
Cybersharks E-sports
Respondents will be given letter of consent containing the date, place conducted, printed name,
and signature of the willing respondents and indicated below is the signature of the research
adviser.
Handed survey-questionnaires will be equipped before the respondents will answer. The
researchers discussed the directions to refrain failures and inconvenience. Prior to the conduct,
researchers will clarify the purpose of the inquiry, how the findings are detailed and expressed,
what will be the strength of the study towards different institutions in the society.
In constructing the research questions, researchers will manage to inquire different sets of
queries to the informants to strengthen the pillars of the study with their truthful answers. The
researchers will also make sure that the feedbacks will be held confidential.
Ethical Considerations
The respondents will be Cybersharks Esports players, and none of them are connected to or owe
anything to the researcher in any way. The researcher assessed the following evaluation criteria
for ethical considerations, particularly conflict of interest. This study has no sponsors, and it is
being conducted inside a school. All information obtained during and as a result of the study is
kept private and confidential by being stored on a laptop that is password-protected only the
researcher has accessibility to it. To avoid data breaches and unwanted data leakage, the printed
materials and shared copies will be destroyed after the research, and the digital copies of data
will be deleted. An informed consent form that details the study's title, the researcher's name and
contact information, the respondents' voluntary engagement in the study, their rights as survey
participants, and the participation requirements will be given to the respondents. The risks and
advantages of the study were also disclosed to the responders by the researcher. The rights of the
respondents are stated in the informed consent form, as are the restrictions placed on their
voluntarily participating in the study. The study did not require that the vulnerable group
participate. The respondents will be the Cybersharks eSports athletes, who are legitimate
University of the Northern Philippines students. All of the participants in this study who
provided information are of legal age. The study may contain social hazards; respondents may
have felt embarrassed by their lack of some of the questions' answers and may have felt uneasy
responding some of them, however the researcher maintains the privacy of their data. Both
students and teachers become more conscious as a result of the study. This promotes the
the eSports industry. In this study, specimen handling will not be necessary.
Statistical Treatment of Data. The following statistical methods will be used to analyze the
study's data in order to precisely quantify the expected outcomes of the research survey.
1. Frequency Count and Percentage. will be used to describe the profile of the respondents.
2.Mean.will be used to determine the level of Influence Of Trash -Talking in Team Synergy and
3. Simple Correlational Analysis. will be used to determine the relationship between the profile
of the respondents and the level of Influence Of Trash -Talking in Team Synergy and Gameplay