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The High School Students' Perception Towards Video Games
The High School Students' Perception Towards Video Games
Tangga-an, Kristine B.
November 2019
CHAPTER 1
Rationale
Video games can be defined as such: interactive pieces of media found in specialized
gaming devices or on computers, mobile devices, or just about anything that has a screen on it
that can support the code. Over the past few decades have, these video games have arisen from
simply being obscure pieces of technology to one of the major industries in the world- one that
has become a common fixture in both households and in popular entertainment. Due to this
growth in popularity and commonality, more and more children have been able to gain access to
and utilize these video games for their own entertainment. Naturally, with the many children and
adolescents turning to video games instead of what can be considered the “old fashioned” forms
of entertainment, like reading, there has also been a growing concern among parents as to the
sort of effects video games can have on their children. Over the years, many outspoken parents
and other such authority figures have lambasted video games, citing how it may lead to violent
behaviors in their children due to the graphic depictions. Many have gone on to say that it may
cause both physical and mental harm to the individuals to play them.
To further bolster these claims, studies have been published, citing everything that can go
wrong if one were to play video games: that it can cause violent behaviors, that it can lead to
social awkwardness. Along such studies, there have also been studies published that state the
contrary: that video games do not, in fact, cause harm to those who play them, but rather that
they have positive effects and benefits. It is clear, then, that video games have stirred up quite the
controversy, along with the varied discourses that come with such controversy. If anything, the
controversy is just as much of a fixture in households and popular entertainment as video games
themselves are. With the varied viewpoints and perceptions being thrown around, just about
perception of adults. It does not put into consideration the perception of young individuals
regarding that matter. Because of this, it leaves the narrative primarily one-sided. The researchers
intend to bridge the gap between the adults’ perception of video games and the perception of
young individuals, particularly adolescents, towards video games. For the most part, the
perception of adolescents tend to be brushed aside by adults, who believe that adolescents cannot
possibly form a solid and cohesive opinion on things yet due to their age and lack of experience
in worldly matters.
The researchers do not intend to take any particular side in the video games discourse, so
there will be no discussions on whether video games are beneficial or if they are harmful, as that
is a whole other topic in and of itself. Instead, the focus will be on how young people,
particularly high school students, perceive video games. This is because, as was previously
mentioned, it is primarily the adults’ perspective that is given the primary focus; the perspective
of adolescents are usually brushed aside. Through this study, the researchers intend to shed light
on the perception that adolescents have towards video games, offering a different- and neutral-
take on how video games can affect people, without the added baggage of trying to prove
whether it is beneficial or not or attempting to push any sort of moral narrative about video
games. It is purely how high school students perceive video games in their day-to-day lives.
A research that was conducted by Russoniello et al. (2009) talked about how video games
can be used as a platform in improving mood and decreasing stress; about how people use and
perceive video games in their lives. According to evidence and survey research, people turn to
video games for multiple reasons; these reasons include cognitive exercises, stress relief, and
mood boosting. Based on their study, video games have gotten to be more important than other
leisure activities. On their data finding, they have gathered that a majority of the respondents turn
to video games to relieve stress. With the use of psychophysiological measurement, this study
provides a method for understanding the mind/body effects of games. For instance, while a
person is being measured physiologically their reactions to different aspects of the games are
recorded. These can be relaxed, stressed or excited reactions. In summary, the research talks
about how video games can be stress relievers as well as mood boosters, depending on the
perception of users through the effects of these games. This is a correlation to the researchers’
study because it talks about the views of respondents on video games and how they are affected
In a research by Primack et al. (2013), the matter of discussion focused on whether or not
video games can help in the improvement of physical health. While video games have long been
associated with the acquiring of negative health consequences, there is still a possibility that
video games may also have health benefits. The acquiring of data began in February 2010, when
literature searches were conducted within six databases: the Center on Media and Child Health
Database of Research, MEDLINE, CINAHL, PsychINFO, EMBASE, and the Cochrane Central
Register of Controlled Trial. Additional studies were conducted through the use of RCTs that test
the positive effects of video games on users. The study of the gathered data was conducted by
two researchers, independently of each other. Through the use of this strategy, from the 1452
articles that had been retrieved, 38 were eventually utilized for the research. Such articles
discussed the use of video games in providing the following health benefits: physical therapy,
discomfort, increased physical activity, and skills training for clinicians. From these 38 studies,
there were 195 health outcomes that had been examined, as follows: improvement of of
psychological therapy, physical therapy, physical activity, clinician skills, health education, pain
distraction, and disease self-management. From this study, it can then be concluded that video
games show promise in being able to improve health, especially in the areas that deal with
psychological therapy and physical therapy. The way this particular research is correlated with
the one that is presently being conducted is in the way it shows that the playing of video games
can not only have an effect on the physical health of an individual, but also the mental health of
an individual.
In a study conducted by Ingram and Cangemi (2019), they discussed the possibility of
how self-esteem may be affected by the playing of video games, which they anchored in the
self-determination theory. The study further explores how video games can have a significant
effect on the psychological wellbeing of an individual- more specifically, it explores how it may
have an effect on a person’s self esteem. Previously, the exploration of such effects on
self-esteem from video games were not particularly given much consideration, despite how the
video game industry has faced exponential economic growth in the past decades; since becoming
easily accessible and affordable to the masses, video games have since become a mainstay in
everyday life. Furthermore, any studies conducted specifically surrounding video games have
been primarily focused on the more negative effects of playing video games, as opposed to the
study of their positive effects. Prior research has indicated that participating in physical activity,
more specifically, participating in sports, have been shown to have a positive effects to an
individual’s self-esteem; it should then follow that the playing of video games could also have a
similar boost to a person’s self-esteem. The study then concludes that the level of interactivity
required in video games- particularly within online PC games and multiplayer games by use of
voice communication further motivates people to continue playing video games- and its
goal-oriented objectives are what drives players to continue playing video games, and being able
to succeed in these objectives can bring about immense gratification in players, thus boosting
their self-esteem. This study connected with the current study, because it discusses how playing
video games can have a boost to the self-esteem of the player, or an effect to the player’s
self-esteem.
A study conducted by Etter et al. (2017), the relationship between the playing of military
first-person shooters and other such shooting games and the development of PTSD in members
of the military that are currently in active service, along with military veterans. In a protocol that
was approved by both the Stanford University and Palo Alto University Institutional Review
Boards, the participants for this study were recruited through social media. Among the 159
participants, on average, they were 36.65 years of age, and were predominantly male, along with
those still in active duty, and lastly those in the reserves. The participants for this research were
measured based on the following: their video game-playing behavior, where they had to identify
up to five video games that they had played the most in the past six months by both name and
genre (taken from a list of genre categories); personality, which was assessed through the use of
the Mini-International Personality Item Poll (Mini-IPIP), which was modified to only cover the
Neuroticism, Agreeableness, and Conscientiousness subclasses- all associated with PTSD
factors- using a 5-point Likert-type scale; combat exposure, which was assessed through the
Combat Exposure Scale, in a 7-item self report questionnaire, which assesses the level of
exposure to combat on a Likert-type scale; social support, where through the use of the Social
Support Questionnaire- Short Form (SSQ-6), the availability and satisfaction of emotional
support was measured in a 6-item self-report questionnaire; PTSD symptoms, assessed through
the PTSD Checklist- Military Version, which is a 17-item self-report questionnaire that measures
the severity of PTSD through a 5-point Likert-type scale. Based on the results, it was shown that
playing video games was common among veterans, with less than half reporting to have played
MFPS/other shooter games in the past six months. Those who have played shooter games have
reported higher levels of PTSD symptoms than those who don’t play shooter games and those
who don’t play video games at all. However, this does not put into account the following
variables: personality, combat exposure, and social support, so the first to variables alone do not
ultimately predict PTSD symptoms in all war veterans. The study that is presently being
conducted has a connection to this study in part because of how it assesses video games and its
effect within a certain demographic, which, in this case, are the military veterans, and its
In a research that was conducted by Lis et al. (2015), it focused on how psychiatrists
perceive role-playing games, along with whether or not they play these role-playing games.
There has been plenty of focus over the years put on the mental health impact of games that are
technology-based, particularly video games, but the mental health impact of non-video
role-playing games such as the widely popular pen-and-paper RPG, Dungeons & Dragons, is not
stereotyped that those who play RPGs have some form of mental illness or are socially inept.
Within six hospitals within the McGill University hospital network, 48 out of 160 eligible
psychiatrists responded via email, with some of these respondents having played RPGs at least
once in their lifetime, in comparison to the minority of respondents who play MMORPGs, and
the vast majority who have played video games. From these respondents, a majority of the
respondents do not believe that there is a connection between playing RPGs and mental illness,
though less than half of the respondents do, in fact, believe that there is a connection between
playing RPGs and mental illness. This study is related to the current study in that it deals with
the perception of the given participants regarding their stance on a certain subject, which, in this
case, is the perception of psychiatrists towards role-playing games, which aren’t necessarily
In a study conducted by Alexander et al. (2016), the focus was on how people fulfill their
basic psychological needs while playing video games, particularly console-based video games.
According to William Glasser, people are An interview was conducted, with 11 participants,
ranging from the ages of 20 to 30. Along with the interviews, the participants had to also fill in a
demographic sheet with the following information: age, gender, race/ethnicity, marital status,
number of children, employment status, education completed, gameplay hours per week, and
preferred video game genre. Among the respondents, the most common demographics are as
attending/completed a four-year college degree; the most common genres are reported to be
shooters, adventure, and role-playing games. Based on the findings, the respondents have all
stated that playing video games have met at least one of the four basic needs for them, due to the
following: being able to connect through the choices made in their digital and real identities,
having a sense of control, and having a safe space for experimentation that is normally not
possible within real life scenarios, but wholly possible within video games. The relation that this
study has to the current study is the discussion of how video games can have some form of effect
to the given respondents, which in this case, is how video games can help in the meeting of at
In another study conducted by Squire (2003), it was discussed how video games can be
through educational potentials of such games. For example, many educators tend to ignore video
games due to the overwhelming amount of negative social influences, without taking into
account the interaction of video games and players, and how these games help people who
through tools such as digital authorization, collaborative worlds and powerful new opportunities
for educational media (Squire, 2003). This research relates to the study as it covers the other uses
of video games and how it affects people in other ways, even through education. This
information helps the researchers identify different types of perspectives when it comes to video
gaming as well.
Statement of the Problem
This study aims to identify the High School students’ perception towards video games.
Herbert Blumer’s Symbolic interactionism is a micro-level theory that places its focus on
the relationships among individuals within the confines of a given society. Communication,
which is the exchange of meaning through the use of language (both spoken and written) and
symbols, is believed to be the means by which people make sense of the workings of their social
behavior and viewpoints, where the researcher provides descriptions of processes of human
Humans naturally ascribe meaning to things, which influences the way in which they
interact with these things; ascribed meanings stem from an individual’s interactions with other
people and the society in which they are most well-integrated in. Such meanings of things are
Through the use of this theory within this research, the researchers would be able to
identify the students’ perception of video games, based on this theory. This is done in terms of
how symbols can be utilized to see how different individuals can give different meanings to one
thing- which, in this case, is video games. With this approach, the researchers will then find out
about a student’s perspective through their own lived experiences with other people and society
in which they live, along with the specific situations in their daily lives
reality is what humans cognitively construct it to be. People develop social constructs based on
interactions with others, and those constructs that last over time are those that have meanings
which are widely agreed-upon or generally accepted by most within the society. This approach is
often used to understand what’s defined as deviant within a society. According to a study, “
There is no impartial, normative way of perceiving video game content but – according to the
individual player’s social experience, gaming skills, and state of mind – there do exist many
different perspectives in experiencing a video game and getting opinions and/or emotions out of
interaction through the experiences that they have towards a specific phenomenon.
This study will provide information regarding how students perceive the effect that video
games can have on them. As was previously mentioned, the study will hold a great significance
towards students specifically, because this study intends to help them in the identifying of the use
of video games within the structure of their daily lives. It will focus on the way in which they
themselves can determine whether or not video games can help them, specifically in regards to
This research also holds significance to both parents and teachers, as it offers them
insight on how the students actually perceive video games, thus allowing them to see video
Definition of Terms
Video Games - are interactive games played using a specialized electronic gaming device or a
computer or mobile device and a television or other display screen, along with a means by which
mental impression.
CHAPTER 2
RESEARCH METHODOLOGY
Research Design
This research will utilize a research design that is a combination of both a qualitative and
quantitative research design and is descriptive in its approach. It will serve to identify how the
high school students perceive video games. More specifically, it serves to identify the influences
Research Environment
The study will be conducted in a school that is located within the Cebu City area. It is a
non-sectarian private school and it caters to students that range from preschool all the way up to
Research Participants
Participating in this study will be selected high school students who are currently
attending classes within the academic year of 2019-2020. The researchers have decided on
selected high school students, specifically focusing on 20 students all in all who regularly play
video games as opposed to the students who don’t play video games- this is because those who
have played video games would be able to form a more solid perception of video games due to
familiarity with them. The researchers have decided on 20 students because the data that will be
Research Instruments
a. Gathering of Data
A transmittal letter will be given to the school principal to acquire permission to give out
questionnaires to the students. Once the letter has been approved, prior to the answering of the
questionnaires, consent forms will be distributed to random selection of High School students
through their respective class advisers. After these consent forms have been signed and received
by the researchers, the questionnaires will then be sent out to the participants, which will again
be distributed by their class advisers; this will occur during the tail end of their lunch period.
When all the students have answered the questionnaires, their class advisers will collect the
papers and the researchers will, in turn, collect the papers from their class advisers. Henceforth,
the data will then be gathered based on the answers that have been provided by the High School
b. Data Analysis
To begin with the data analysis, the researchers will first go through the steps of
validating the data. To do this, the researchers will check for fraud, ensuring that all the research
participants have been accounted for and that they completed the questionnaire and not an
outside party that does not fit within the set criteria for research participants; questionnaires that
are found to be fraudulent will therefore not be counted in the gathering of data. The researchers
will also be screening the research participants, as to make sure that all the respondents fit within
the bounds of research criteria; as with checking for fraud, questionnaires that do not pass up in
the screening process will not be counted. Along with this, the researchers will then go through
the procedure, and they will check whether or not the procedure of data collection was duly
followed or not; any questionnaires found to have only partially completed the procedure or not
at all will be considered invalid and will not be part of the gathered data. Finally, the researchers
will ensure the completeness of the questionnaires- whether the participants filled out all the
questions or not, rather than just filling out a select few (Humans of Data, 2018).
Once the validation of data is completed, the researchers will move forward to the editing
of the data. Here, the researchers will conduct basic data checks and check for any outliers within
the responses. Upon doing so, the researchers will then edit the raw research data, clearing out
any pieces of data that may only serve to derail the accuracy of the results that the researchers are
If the first two steps of data analysis have been followed through, the third step, which is
the coding of the data, will take place. This is when the researchers will group and assign values
to the responses from the questionnaires. This is done so that there is a cohesive and categorized
system from which the researchers can draw a conclusion from, as opposed to a wide range of
data, which may eventually prove to be disorganized and haphazard in the long run (Humans of
Data, 2018).
Statistical Treatment
The statistical treatment of data is significant in order to utilize the given data in the way
that best gives the most optimal results. The raw collection of data is but one aspect of any given
experiment; the organization of data is equally essential, as to be able to reach a proper
conclusion- this is the statistical treatment of data (Kalla, 2009). The researchers will then state
the data gathered from the questionnaires and provide statement for each indicator. As follows,
the gathered data will then be a likert scale and are to be sent out through random selection of
Ethical Considerations
In order to protect the privacy of the participants that are involved in this study, all data
gathered from this study will be treated with utmost confidentiality. Since the importance of
consent is taken into consideration in the conduct of this study, the full consent of all the research
participants should then be taken prior to the conducting of the study. The printed consent forms
will both discuss and emphasize the need for privacy, along with the possible risks that the
In keeping with the maintaining of privacy, the participants’ names will not be used, as
such, they will answer the questionnaires anonymously. In adherence to the Republic Act No.
10173 (Data Privacy Act of 2012), the researchers will not be storing any of the information
given by the participants following the conclusion of the study, for their answers will only be
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Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games.
Etter, D., Kamen, C., Etter, K., & Gore, F. C. (2017). Modern Warfare: Video Game Playing and
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Lis, E., Chiniara, C., Biskin, R., & Montoro, R. (2015). Psychiatrists’ Perceptions of
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Section: _________________
In adherence to the Republic Act No. 10173 (Data Privacy Act of 2012), the researchers will not
be storing any of the information given by the participants following the conclusion of the study,
for the answers will only be exclusive for the study being conducted. In keeping with the
maintaining of privacy, the participants’ names will not be used, as such, they will answer the
questionnaires anonymously.
Yes
No
As a form of
distraction
To relieve
my stress
As a coping
mechanism
Out of
boredom
To kill time
To gain
knowledge
4.) How long do you play video games? (Tick your answer)
1-2 hours
3-4 hours
5-6 hours
More than 6
hours
CHAPTER 3