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The Lived Experiences of High School Video Game Players
The Lived Experiences of High School Video Game Players
Tangga-an, Kristine B.
February 2020
Preliminaries
Chapter
Rationale............................................................................ 1
The Problem
2. RESEARCH METHODOLOGY
Research Design................................................................ 15
Research Environment......................................................... 16
Research Respondents.......................................................... 17
Research Procedure
Data Gathering…........................................................ 20
Data Analysis.............................................................. 21
Heading 1......................................................................... 23
Heading 2.......................................................................... 27
Heading 3.......................................................................... 29
Heading 4.......................................................................... 32
Summary .......................................................................... 34
Findings ...........................................................................35
Conclusions ....................................................................... 36
Recommendations ............................................................... 37
References ........................................................................................ 39
Appendices
Acknowledgement
First and foremost, the researchers would like to thank the school, the research
contributors, and the research participants for providing valuable data to the research.
They would also like to thank Mr. Josephil Saraspe and Mrs. Nina Christie
Minoza-Pareja for providing much-needed input on the research, along with Dr. Benito F.
Sotto for the approval of their transmittal letter. Furthermore, the researchers would like
to thank their parents and friends for their constant and unwavering support in the making
of this research. Finally, the researchers would also like to thank God for guiding them as
Abstract
The research pertains to the lived experiences of high school video game players, viewed
There are 5 research participants, all of which are high school students. To gather the
data, the participants were individually interviewed on the following: (1) the type of
video games they play, (2) how they interpret meaning in both video games and in real
life, (3) how their interaction with video games affect their self expression, and (4) how
their perception and ideas change due to playing video games. Based on the findings, the
participants state that: (1) they play video games because it is fun, (2) because video
games are fun, it distracts them from their personal problems, (3) video games make them
CHAPTER ONE
According to Sons, (1979) video games can be defined as such: interactive pieces
about anything that has a screen on it. Over the past few decades, 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 (Chikhani, 2015). 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 that
these 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 that are being displayed.
Many have gone on to say that it may cause both physical and mental harm to the
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 lead to violent behavior, that it
can lead to social awkwardness, or that it can stunt growth. Along with 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, those 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
are. With the varied viewpoints and perceptions being thrown around, just about anyone
The researchers do not intend to take any particular side in the video games
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, share their lived experiences as
video gamers. This is because, through this study, the researchers intend to shed light on
the interaction that adolescents have towards the symbols in video games, offering a
different- and neutral- take on how video games can affect people through the elements
It is a given fact that most of the popular video games out in the market are
violent in nature (Tiryakioglu, 2001). Much of the research has primarily focused on the
correlation between playing video games with violent content and aggression in children.
The researchers of this study examine human behavior on the basis of the meaning
individuals give to their environment; as they interpret significant symbols in their
worlds. The increasing popularity of violent video games among children has often
forced scholars to study their effects on children and adolescents as well as on adults.
Current video game literature focuses primarily on the relationship between aggression
and video games. Researchers often attempted to assess the behavioral effects of
aggressive video games on the players and sought a positive correlation by using prior
psychological, aggression, and media violence research models. This literature brings
into light the interaction with specific symbols in a video game, and how it affects a
study, because it caters to the data that will be needed amongst participants that are
extreme cases in regards to playing video games and are video game players. According
highly unusual cases of the phenomenon of interest or cases that are considered outliers,
or those cases that, on the surface, appear to be the 'exception to the rule' that is emerging
from the analysis,” which in the case of this research are video game players that play
video games daily- specifically special and characterized players that cannot go a day
without playing video. They are, in fact, different in comparison to usual video game
players who play more casually and do not latch onto their devices every single day.
which is anchored in the self-determination theory, (Ingram & Cangemi, 2019). The
study further explores how video games can have a significant effect on the psychological
video games was 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
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
shown to have a positive effect on 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 on the
player’s self-esteem.
Alexander et al. (2016) conducted that the focus was on how people fulfill their
basic psychological needs while playing video games, particularly console-based video
games. An interview was conducted with 11 participants- ranging from the ages of 20 to
30. Along with the interviews, the participants also had to 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 follows: male, non-Hispanic white, single, no children, employed, and currently
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 least one of the four
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
Gaming technology has been progressing rapidly, with the more recent gaming
software beginning to push closer to reality (Vordener and Hartmann, 2003). Because of
this, communication researchers and media psychologists have been investigating the
entertainment factor that video games can bring, particularly where the potential of
interactivity bringing about immersion is concerned. It has since been observed that there
are key links between the feelings of interactivity and enjoyment brought about by
playing video games and arising competitive feelings within the players. As empirical
data suggests, there is a correlation between the competitive nature of video games to
entertainment. According to Klimmt and Vorderer (2003), there is what is called a model
process in the playing of video games, as follows: (1) certain possibilities to act, (2) a
specific necessity to act, (3) the player’s attempt to resolved the necessity to act by
applying (some of) the possibilities to act, and (4) the result which influences the
enjoyment felt by the player and the configuration of the subsequent situation. Due to the
threats imposed by the program to the player, regardless of it not being real, there is a
necessity for the player to actively cope against the perceived threats. There rise the
attempts to resolve the tasks given by the game by performing the actions needed to
complete certain objectives, which stems from the available possibilities to act and is
further fueled by the arising necessity to act; from this, either the player succeeds and is
thus rewarded, or the player loses. The results from this will inevitably have an effect on
the player’s emotional state at that given moment, with satisfactory outcomes eliciting
All of this would then lead to a stronger motivation to continue playing to then increase
the euphoric emotions and to lessen feelings of frustration. From this, it can be
understood that playing video games is then enjoyable due to its ability to bring about
success, which further outweighs feelings of frustration brought about by failures. The
interactive elements of the game program further this by responding to whatever it is the
player does within the game, which would then take effect within the game itself.
However, going back to the feelings of frustration brought about by failures, to counter
this, there is the option of adjusting difficulty levels to regulate the outcomes of success
and failure in accordance with skill level. To further the examination of the role of
competitive elements within the enjoyment of playing video games, a field experiment
was further conducted, which hypothesizes that gamers would (1) expect that a situation
in-game would offer more enjoyment if they are given different options to act as opposed
to only being given few options and (2) they are faced with competitive elements in-game
as opposed to not being faced with competitive elements. The second hypothesis focuses
game more enjoyable. From this, it can be inferred that the competitive aspect of video
games is introduced for the express purpose of mastering the given tasks and obstacles to
further the game’s given goal. However, there is also a competition that stems from a
social setting. When a video game is not only played by an individual but by a crowd of
people all at once, then the self-esteem of any given individual in that group is also taken
into account; the desire not to fail in front of his peers, but rather to win, would then
motivate the gamer to succeed at a given task in the game. It was then concluded that it
competition.
the beginning of the twentieth century by German philosopher Edmund Husserl. Husserl
decided to start with the problem of how objects and events appear to consciousness since
nothing could even be spoken about or even witnessed if it did not come through
someone’s consciousness. This relates to the study as it will be utilized for this research
phenomenon- in this case, the playing of video games- from their point of view; while
utilizing Extreme Case Sampling, the researchers would be able to gather the needed data
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
distraction from discomfort, increased physical activity, and skills training for clinicians.
From these 38 studies, there were 195 health outcomes that had been examined, as
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.
games, it can be seen that there have been categories of genres, as developed from a
market-based standpoint that are only within the context of video games (Apperley,
2006). Such categorization only serves to further obscure the defining features of what
could be a new medium, which has thus far been only loosely divided into categories that
are based on similarities to prior video game entries and not much else. The article then
further places focus on the tension between the concept of video games a new form of
media in and of itself and the more genre-based approach which has thus far been the
current approach to categorize video games; such categorization is in similar vein to the
categorization utilized by other forms of media that existed prior to video games. This
underlying tension is a reflection of a debate within Game Studies between two factions:
the narratologists- those who see narrative as a way to better understand video games-
and the ludologists- those who hold opposing views to those of the narratologists.
Elaborating more on the tension, the article argues further that there needs to be an
examination of video game genres, as well as to further evaluate the presumptions that
arise from simply taking at face value the concept of genre being the end-all descriptive
category for video games. In an examination of key video game genres, it could be seen
that seemingly defined genre boundaries blurred over each other in the face of sharing a
generally similar structure that overlaps between genres. What tends to separate genres is
the visual aesthetic and the narrative structure of these video games. Simply relying on
separate entity set apart from other mediums. The article then concludes that the current
debate between the two factions (ludology vs. narratology) can be better engaged in by
genre.
Statement of the Problem
This study aims to describe the lived experiences of the high school video game
2. How do the participants interpret meaning in video games and how does it affect
3. How does the interaction with symbols in games affect the way they express
themselves?
4. How do their perception and ideas change due to their interactions in video game
playing?
Theoretical Framework
interpret and give meaning to the world through our interactions with others.” Symbolic
interactionism is a micro-level theory that places its focus on the relationships among
individuals within the confines of a given society (Mead, 1920). 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 to other people and the
society in which they are most well-integrated in. This perspective visualizes people as
being active citizens in shaping the social world rather than being acted upon simply.
The term “Symbolic Interactionism” was coined by Herbert Blumer (1969), who
was a student of George Herbert Mead (1920). He outlined these basic premises:
“Humans interact with things based on meanings ascribed to those things; the ascribed
meaning of things comes from our interactions with others and society; the meanings of
things are interpreted by a person when dealing with things in specific circumstances”
(Blumer 1969). Such meanings of things are then interpreted by a person when dealing
Through the use of this theory within this research, the researchers will utilize the
three elements by Blumer (1969). These elements are Meaning, Language and Thought.
Meaning defines how people act or behave based on the definition they have given upon
symbols that they encounter. Language is how people would then converse or act from
the experiences and meanings that they encounter in their lives, while Thought is their
Through this, the researchers would be able to identify the lived experiences of
high school video gamers. 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 own
lived experiences with other people and society, along with the specific situations in their
daily lives.
Significance of the Study
This study will provide information regarding how students describe their lived
experiences as video game players. 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 interaction with symbols video games through the
elements of symbolic interactionism; meaning language and thought within the structure
of their daily lives. It will focus on the way in which they themselves can better
understand their interaction and experiences with how they view and perceive things
through symbols in video games. It caters to their understanding as well as the betterment
of their lives in whether or not the changes in playing video games are a benefit to them
in terms of their academics, social life, and their overall general life.
This research also holds significance to both parents and teachers, as it offers
them insight on how the students actually describe their lived experiences in video
gaming, thus allowing them to see video games from a fresh description and point of
view that is different from theirs. To indicate that video games may or may not be a
benefit to the youth’s growth and development through their interaction with symbols and
Definition of Terms
Video Game - Are interactive pieces of digital media, found in specialized devices made
for playing video games: computers, mobile devices, televisions, etc. Focusing on
role-playing, which are character playing and first-person shooting games which are
the case of this study, are participants that cannot go a day without playing video games.
CHAPTER TWO
RESEARCH METHODOLOGY
Research Design
A qualitative research design will be utilized for this research and is descriptive in
its approach. It will serve to describe the lived experiences of high school video gamers.
tabulating data about prevailing conditions, practices, beliefs, processes, trends and
cause-effect relationships and then the adequate and accurate interpretation of such data
with or without the aid of statistical treatment (Estrellado, 2012). This study is descriptive
in its approach because it caters to describing the living experiences of high school video
game players, specifically on how symbols interact with them through the elements of
experiences in the manner by which they were experienced- which is through a more
However, this is not just limited to the explicit cognitive states, which includes the
imagination, feeling, emotion, mood, free will, and time-consciousness (Husserl, 1928).
phenomenon- in this case, the playing of video games- from their point of view; while
utilizing Extreme Case Sampling, the researchers would be able to gather the needed data
from the chosen participants. Researchers seek out extreme cases in order to develop a
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 ranging from preschool all the
This institution values academic excellence and strives for the betterment of the
students, it is a caring and nurturing educational community that caters to the needs of the
students. The interviews took place within the school premises, and since the research
was a recorded interview, the researchers needed a quiet place to interview the
participants.
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 used a
sampling technique which is Extreme Case Sampling where they chose their research
characteristics, which in regards to this study, are 5 students who play video games. This
sampling is chosen because it focuses on participants that are most likely experienced in
video game playing, thus, providing the researchers with the data that is needed. The
researchers chose this because the participants that were chosen in the extreme case
sampling are most likely to be more experienced in video games and are able to give the
focusing on 5 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 varied data because they have more experiences due to familiarity
with them. The researchers have decided on 5 students because the data that will be
Research Instruments
which will be used as a guide to interview the participants that are chosen for this study.
The draft of the questionnaire was drawn out based on the researchers’ readings, previous
studies, professional literature, and published thesis related to the study that is being
conducted. In the preparation of the instrument, the requirements in the designing of good
data collection instruments were considered. The questionnaire contains 4 questions that
are anchored in the elements of Mead’s Symbolic Interactionism; meaning, language and
thought. This is done in order to identify the interaction of high school students from the
symbols that they encounter in video gaming and how they are to the world.
The questions in the interview are all related to Mead’s elements of symbolic
interactionism; meaning, language and thought. The first question starts off by asking the
respondents their reason for playing video games in general, which will then provide the
basis of what their interpretation of video games is, as well as how they act and behave
based on their interaction with video games to their encounters in the world. The second
question asks about the changes they find in how they express themselves, this, in turn,
defines the idea of how language plays a part in their interaction with symbols in video
gaming. The third question follows how their ideas and perception change due to their
interaction with symbols as well; this also caters to the idea of thought and how their
thinking changes over time because of the symbols they encounter in video games.
Research Procedures
a. Gathering of Data
Prior to the conducting of the interviews, a transmittal letter will be given to the
school principal to acquire permission to conduct an interview with the selected research
participants.
Once the letter has been approved, prior to the answering of the questions and the
conduct of the interview, the researchers will then discuss with the participants the
purpose of the study, the risks, the possible benefits and as well as their confidentiality, to
ensure the identity and privacy of the participant that will be involved in the study will be
protected. The data will be recorded and transcribed by the researchers as the interview is
ongoing. After the interview and the transcript of the participants are done, the
researchers will then edit the entire video into a documentary to gather the findings and
Prior to the study, the researchers have studied and analyzed the mechanics and
jargon of video games, to better describe the lived experiences of the players. In
analyzing their data, the researchers connected the lived experiences of high school video
game players to the elements of symbolic interactionism; meaning, language and thought.
The researchers have also utilized the Braun and Clarke Thematic Analysis Framework
(Braun & Clarke, 2006) which is a suitable method of analyzing the qualitative data that
is being gathered, for the whole study will be focused on a theory that would involve the
three concepts that can be considered as a theme. The thematic analysis focuses on
generating themes, and the researchers believed that by analyzing their data through a
framework of themes, it would be the best guide for their findings, conclusions, and
recommendations. The data gathered in this study will be recorded, transcribed, and put
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 the 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 participants may potentially encounter in relation to
this study.
Under the consent and the assent for the participants, the researchers are giving
the participants the option of having their faces blurred and their voices manipulated in
the recorded documentary. In adherence to the Republic Act No. 10173 (Data Privacy
Act of 2012), the data that will be gathered and shown in the documentary will be shared
with the panelists only. The researchers, as well as the panelists, will not be storing any of
the information given by the participants following the conclusion of the study, for their
answers will only be exclusive for the study being conducted. The data that will be
gathered and shown in the documentary will be shared with the panelists only.
This chapter presents the data gathered, the results of the thematic analysis done,
and the interpretation of findings. This study aims to describe the lived experiences of
high school video game players, based on the elements of Symbolic Interactionism:
Meaning, Language and Thought. The researchers applied the retrospective study where
The Data Gathered from Extreme Case High School video games players on their
The first question asked by the researchers to the participants was, “What type of
video games do you play?”. This was asked to identify the common types of video games
that the participants play. Most of them have stated that they play first-Person shooting
The second question was, “Why do you play video games?”. This was asked in
order to cater to the student’s interpreted meaning out of playing video games, which in
turn will help in finding out the meaning they give to the different symbols that they
encounter when playing video games. Most of the students stated that they play video
games because it’s fun and it kills their boredom. One of the students said that they play
video games to distract themselves from their own problems- “More like a coping
mechanism.” A student also stated that it gets them to relax from dark and negative
thoughts whenever they wake up or come home from school, specifically stating that
The third question is, “What are the changes you find in the way you express
yourself because of your interaction with video games?”. This was asked in order to cater
to the student’s interpreted language out of playing video games, in return to find out how
the way they express themselves change through the symbols that they encounter when
playing video games. One of them stated that they become very competitive when it
comes to playing video games, “When I do gaming, I’m very angry. I get very
competitive, and I really live for danger, and I am more of an adrenaline rush person.”
Another student stated that they become more patient when playing video games- “There
are some toxic people on the Internet, so you have to be patient with them, even if they
badtalk you or something, you just have to be patient with them, because you can’t please
everyone.” Stating that they try their best to accept their mistakes and become patient in a
way that they, in return, can be better in playing overtime. In a way, this type of thinking
helps them become more mature in terms of dealing with criticism and harsh words
The last question asked, “What are the changes you find in terms of your
perception and ideas because of your interaction with video games?” This was asked in
order to cater to the student’s interpreted thought out of playing video games, in order to
find out how their perspective and ideas change through the symbols that they encounter
when playing video games. One student stated that they view the world in a unique way
because of their interaction with video games, in how video games are developed, they
see the world creatively and it changes their views in a way where they see creativity in
everything. Another student stated that they tend to open themselves up more in ways
where they learn a lot of lessons from video games, “In video games, I learn- it’s not just
about playing video games, it’s also like, stories and other stuff, where you can learn
things from it, then from those lessons, I think I can apply it to my world right now.
Towards people and to me.” In which they also explained that their way of thinking and
I can relate to it more. I didn’t know so much stuff before so I didn’t think I could relate it
with people, but now, I can. Playing video games also kind of helped my personal
character development.”
The analysis above shows the data being gathered from the interview. The
researchers have compiled the quoted answers taken from the interview and then stating
them in how the questions are being answered. Analyzing qualitative data can be quite a
challenge, hence the researchers have utilized the Braun and Clarke (2006) theme
analysis framework that can connect a theme to another theme to data drawn from the
interview. From the method used in analyzing, the researchers have identified the
following themes that describe the living experiences of high school video game players.
(i) Video games are fun to play and that is the main factor; (ii) Video games keep them
distracted from their problems which is still connected to the main factor. (Video games
are fun; Meaning); (iii) Video games make them competitive and patient at the same time
(Language) and (iv) Video games help develop their way of thinking (Thought).
Analysis and Interpretation of Data
I. Video games are fun to play and that is the main factor
This theme expresses the fact that the students play video games because they are
simply fun to play. It keeps them away from their day-to-day schedules of academics and
house chores and they enjoy the company of digital characters and dialogues.
II.Video games keep them distracted from their problems which is still connected to
This theme expresses the fact that students turn to video games in order to distract
themselves from their negative thoughts and happenings in their lives, and it is still
connected to the main factor, because these video games are fun to these students. It
keeps them busy from their problems and helps them forget about it. Video games are
perfect mood boosters for students who have to deal with the daily life of the Corps and
difficult homework (Macris, 2010). This anchors the fact that students play video games
to relieve themselves from problems that they encounter in their daily lives.
III.Video games make them competitive and patient at the same time
Because of the competitive culture in playing video games, video games also have
greatly. This also affects their view of things in their lives, in the way they express
themselves with other people in terms of competing with each other, it gives them a sense
of motivation to do better in what they are doing because of their competitiveness. Being
patient is also another factor that they have taken in when playing video games, they
learn to accept the inevitable foul words thrown at them during online playing and in
return develop their patience when playing video games. Through this, they learn to be
This theme focuses on the perception and ideas of the students and how video
games have helped them broaden their thinking skills and how they relate to other people
when it comes to specific situations. Games that require players to move quickly, help
them keep track of many items all at once, help them hold a good deal of information in
their mind at once, and make also in split-second decisions. (Gray, 2015). It has also
helped them in seeing the world in a different perspective because of their interaction
This chapter represents the summary of the findings, and conclusions drawn from
the findings and the corresponding recommendations. This study was taken with the
general objective of describing the lived experiences of high school video game players,
with the help of the elements in symbolic interactionism; meaning language and thought.
Summary
This study was conducted to describe the lived experiences of high school video
game players through the use of symbolic interactionism and its three main elements;
What are the specific types of video games being played? 2) How do the participants
interpret meaning in video games and how does it affect their real life? 3) How does the
interaction with symbols in games affect the way they express themselves? 4) How do
their perception and ideas change due to their interactions in video game playing? To
gather the needed data, the researchers utilized the theory of Symbolic Interactionism, by
Herbert Blumer (1969), to describe the lived experiences of high school video game
players.
Findings
The following findings of the study are arranged according to the sub-problems.
1) The main factor for why these students play video games is that because video
2) Because they are fun to play, video games keep most of them distracted from the
whenever they do not do well in the games that they play, or whenever they keep losing
in these games.
4) Video games make them become patient towards what other people have to say, in
terms of how they are talked about online. They learn to accept their own mistakes in
playing video games and will do better overtime. This in a way makes their thought
5) Video games make them view the world creatively. Due to how video games are
being made and developed, and how games show a variety of creativity and genres, these
6) Video games improve their personal character development, in the way they think
Conclusion
Based on the findings of this study, it can be conducted that high school video
games players tend to turn to video games because they are fun to play, and because of
this, it helps them distract themselves from the problems that they face in their daily
lives, acting as a coping mechanism in a way where it helps them stay away from the
problems they have. It also gives them a sense of competitiveness in a way where they
want to do better in what they do. It also helps them become more patient in ways
Playing games helps them become more mature in dealing with situations where
they are being talked about negatively and it strives them to be better in doing the things
that they do. It also gives them a sense of encouragement to be better in terms of personal
character development and help them relate to other people better through their
interaction with video games. It helps them see the world in a whole new perspective and
helps them become more open-minded towards situations and experiences. It also gives
them an insight on how the world is truly creative in ways of how things were being
made and developed. It gives them a sense of creativity in the things that they do and see.
Recommendations
The aim of the research was to focus on the lived experiences of high school
students as video gamers. A qualitative approach was adopted for this research, utilizing
phenomenology. The research has provided insight on the way that high schoolers see
how playing video games affect their lives and how it shapes their worldviews. While the
scope of the research was small in scale, the responses provided by the participants, with
The general consensus is that playing video games is seen by the participants as a
distraction or coping mechanism from their real-world problems and that it has a
can then be inferred that, while the experiences, at an intimate level, would vary from
person to person, the general effect that playing video games has on the participants is the
same.
In light of the findings within the research, the researchers would then like to
recommend the school to conduct seminars for the parents, as well as teachers, about the
lived experiences of high school video game players, to give them an insight on what it
really is like to be playing video games on a daily basis in the perspective of these high
school students, and how video games have an effect on them, in terms of how they
interpret meanings out of video games, in how there are changes in the way express
themselves towards the world because of their interaction with video games, and how
their ideas and perceptions change due to their interaction with video game playing as
well. In a way where parents and teachers have a whole new perspective of how video
Dr. Sotto:
Greetings!
We, Kiara Beatriz Sagales, Kristine Tangga-an and Anne Hailey Cayron are Grade 12
Humanities and Social Sciences Students students currently conducting a qualitative
research entitled The Lived Experiences of High School Video Game Players. This study
will explore the lived experiences of high school video game players through the theory
of Symbolic Interactionism. This will focus on the way in which the students themselves
can better understand their interaction and experiences with how they view and perceive
things through symbols in video games.
In this connection, we, the researchers, would like to ask for your permission from your
office to gather data from the respondents who are extreme case video game players.
There will be a one-on-one interview with the respondents and the transcription of their
answers for the data gathering.
Please be assured that your school and the respondents’ privacy will be treated with the
utmost confidentiality in adherence to the Philippine Data Privacy Law. In the event that
this research will be published or presented, your school’s identity will not be divulged
unless a written consent from the school is obtained.
Thank you for giving your time reading our letter and we hope that this request will merit
your approval.
Respectfully Yours,
KRISTINE B. TANGGA-AN
Researcher
Noted by:
Approved by:
Research Purpose:
This research aims to describe the lived experiences of video game players through their
behavior, thoughts, and personality traits when playing video games, in adherence to
Mead’s elements of symbolic interactionism; Meaning, Language and Thought. The
purpose of this study would be for participants to describe their experiences in playing
such games and how the interaction of symbols affect their lives.
Potential Risks:
The interview will be documented and videotaped, therefore the face and the voice of the
participant will be included in the video. The documentary will be shared to the research
panelists that will be checking this study. However, the face and voice of the participant
then will be manipulated in regards to whether they choose to have it changed or not in
order to eliminate the identity of the participant.
Potential Benefits:
Information from this study can help the students conduct research to describe the lived
experiences of high school video gamers and whether the interaction of symbols in games
affects their experiences and encounters in their lives. (Symbolic Interactionism).
Confidentiality:
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.
Only the researchers will have access to the data and data will not be shared with anyone
else other than the panelists, out of the study.
1) Grade Level:
❏ Grade 7
❏ Grade 8
❏ Grade 9
❏ Grade 10
❏ Grade 11
❏ Grade 12
Meaning
Language
4) What are the changes you find in the way you express yourself because of your
interaction with video games?
Thought
5) What are the changes you find in terms of your perception and ideas because of
your interaction with video games?
Appendices C
CONSENT LETTER FOR THE PARTICIPANTS’ PARTICIPATION IN THE
CONDUCTED RESEARCH
Dear Participant,
Sincerely,
ANNE HAILEY CAYRON
KIARA BEATRIZ SAGALES
KRISTINE TANGGA-AN
Researchers
------------------------------------------------------------------------------------------------------------
RETURN SLIP
Kindly check the box of your preference. Your answer would greatly be helpful to the
study made by the researchers.
Appendices D
Interview 1
IN: What are the changes you find in the way you express yourself because of your
interaction with video games?
P1: Um… [looking around] For myself, kay um… when I’m… playing it, kay… I think
I’m very… competitive jud. As, what people sees me kay they just think I’m- very simple
ra, kanang I don’t really… engage to- um- going out of my comfort zone and I… when I
do gaming, kay I’m very… kuan jud ko, angry [laughing]. Kanang… competitive jud ko
[looking out the window] and, I… feel more, um, I… really live for danger jud and, more
of an adrenaline rush person [blinking, nodding].
IN: Mh-hm, what are the changes you find in terms of your perception and ideas, because
of your interaction with video games?
P1: “What are your”-? [looking up in confusion]
IN: The changes you find in terms of your ideas and perception.
P1: Changes you- find in… myself?
IN: Yeah. For example, how you think na because of video games.
P1: [glancing sideways] Hmm… I think I find myself more… um, more [pause]. I can
[gesturing with hand] open myself- yeah, I can open myself more to people. In video
games, kay I learn- it’s not just about playing video games, it’s also like, stories and…
stuff, nga where you can learn things from it then, from those lessons, kay I think I can
apply it to, um [pause] my… my world right now. Towards… people and to me.
IN: So, do you… for example, kanang, the way you think is faster as compared to
others?
P1: Faster? Um… Not- oh, I think, uh- faster to pick up… ideas [gesturing with hand]
from people kanang, for example, when… this problem comes, kay I think I can relate it
to, um, what that person is trying to say- usually, before it, kanang, I don’t know so much
stuff man so I didn’t think I can relate it with people, but now- I, I can na. Playing video
games also, um, kind of helped my… character- character personal development
[nodding].
IN: Thank you.
P1: [waving to the camera] [laughing]
Interview 2
IN: Okay, so… What are the changes you find in the way you express yourself because
of your interaction with video games?
P2: [shaking head, blinking in confusion] I’m so sorry- I don’t really understand.
IN: What are the changes that you find- how do you say this, ah- how do you, how are
you able to express yourself based on- because you- from playing your video games, is
there any… character development whenever you play?
P2: Um… for me… um, yeah, for me- ‘cause that- there are some toxic people on the
Internet, so you- you have to be patient with them… And like, even if they like… bad
talk you or something, you just have to be patient with them, ‘cause, you know, you can’t
please everyone [shrugging].
IN: What- what kind of bad…?
P2: For example, you just started, and they’re like- “Noob! Noob! Please don’t play with
us, get out!”- something like that, so just have to like, “Ah, it’s okay,” you just have to
accept that you’re a noob or something. You’ll get better, like, patience is something that
I can… [trailing off]
IN: Yeah, for the people who don’t know what noob is, what’s a noob [laughing].
P2: Um, a noob- are, are people who… are still new to a specific thing and doesn’t know
what to do yet- yeah, beginners.
IN: And people look down on noobs?
P2: [nodding] Yeah, I think, a lot of people look down on noobs, but there are some
people who also, um, want to help noobs- people who are new- ‘cause they want them to
develop like they did.
IN: Ah, okay. So, last question is- what changes do you find in terms of, uh, your
perception and ideas in terms of your… interaction with video games- like, how did your
worldview change because of your playing video games?
P2: [looking off to the side] How did my worldview change…?
IN: From, like, from like before playing video games and after playing, was there like…
any changes in your…?
P2: Hmm… There, there can be, but it’s not really that much, ‘cause I have a very… firm
stand on my thinking.
IN: Ah, so playing video games… doesn’t really change your perspective, like…?
P2: [shaking head] No, not really. But, it also depends on the people, who- there are some
people who would tell you to change your mind if you have a certain opinion, there are
some people in the Internet… who will tell you about it and it [shrugging] can change
your mind, but- for me, [shaking head] none of that happened.
IN: Ah.. so you’re able to keep- maintain the same kind of perspective so- you don’t
really let it affect you?
P2: Yes. [smiles]
IN: Okay, thank you so much.
Interview 3
IN: The next question is what are the changes you find in terms of your perception and
ideas because of your interaction with video games? Meaning like, do you feel like
because you play video games there is a change in your world view or is it- do you feel
just the same?
P3: I feel the same. [smiles]
IN: You feel the same? So, like, it’s just an escape? There’s no other reason why you play
video games?
P3: Uh... I find it fun, yeah. [nods and looks around]
IN: Only- So you only play it for fun? There isn’t any other reason at all?
P3: Yes. [nods and smiles]
IN: Okay, thank you for participating with us.
Interview 4
IN: Last question is what are the changes you find in terms of your perception and ideas
because of your interaction with video games- like how does your playing video games
affect your world view in life?
P4: Mm, I can that uh... playing video games make- uh, I can say that uh… you can
become- be creative like the world has become creative in a way that they- how they
make these games- is like, how they think of the… the process of the games and
something like that, I think it makes me see the world as something unique and like it
changes my view of things in a way that um… there’s creativity in everything.
IN: Okay, thank you so much for participating.
Interview 5
Location of Interview: Grade 6 Corridor
List of Acronyms: P5=Participant 5, IN=Interviewer
IN: So the first question is uh… what type of video games do you play?
P5: Action, FPS, and RPG.
IN: Um, so the next question is… why do you play these kinds of video games?
P5: Because um, there are esports players- they’re- professional players and they
encourage me to play.
IN: So the next is… uh… When you play video games, does it change the way you
express yourself?
P5: It depends.. I feel the same sometimes [laughs], and sometimes also uh… I get mad
because my other teammates wouldn’t… you know, what’s this… [looks down] play
well. [smiles]
IN: Okay, uh… moving on to the last question, do you feel like your world view or like
your ideas about the world has changed because of your- like video games?
P5: Yes it does, like um… for me, I want to become an esports player, to compete in
other national competitions.
IN: So how did it change you as a person?
P5: It changed me to become a gamer and it helped me become experienced to other
games.
IN: How do you express yourself in the real world?
P5: Oh… for me? I think I’m just… you know, a normal guy.
IN: Okay, thank you so much for participating in our study.
Interview Schedule
Kristine B. Tangga-an
#192 Villa Del Rio 2, Pit-Os
Cebu City, Cebu 6000
krstnee@gmail.com
Educational Attainment
Affiliations
Member
SOPHI 2018-2019
FAB 2019-2020
References
Josephil Saraspe
tcherphil@gmail.com
Anne Hailey S. Cayron
Blk.4, Lot 10, Dreamhomes Executive Village Basak
Mandaue City, Cebu 6014
annecayron2002@gmail.com
Educational Attainment
Affiliations
Member
SOPHI 2018-2019
SOPHI 2019-2020
References
Josephil Saraspe
tcherphil@gmail.com
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