Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
A Research Presented to
In Partial Fulfillment
By:
October 2013
Acknowledgement
The researchers would like to thank first our outstanding Adviser and Professor Mr. Jhon
Erlix A Barrion for his guidance and orientation in making our research study.
Mrs. Joyce Lardizabal- Padilla, for her criticism and for giving suggestions
Mr. Richard P. Laus also for his criticism in this research for the development of this study.
Mrs. Socorro Exito for giving us much better understanding for our research.
Mr. Ronan S. Estoque, for his suggestions making our study incorporated with the goals of
Psychology.
The researchers would like to thank also the respondents from Silanganan Elementary School
A special thanks to our God Almighty who gave the researchers courage, strength and wisdom
Table of Contents
CHAPTERS
2
Introduction............................................................................................................ 5
Statement of the Problem........................................................................................... 6
Hypothesis............................................................................................................... 7
Significance of the Study............................................................................................ 7
Scope and Delimitation.............................................................................................. 8
Definition of terms.................................................................................................... 9
II. REVIEW OF RELATED LITERATURE.............................................................12
Conceptual Framework.......................................................................................... 18
Research Paradigm................................................................................................. 19
III. RESEARCH METHODOLOGY........................................................................20
Research Design..................................................................................................... 20
Research Setting..................................................................................................... 21
Research Subject.................................................................................................... 21
Research Instrument............................................................................................... 21
Statistical Treatment............................................................................................... 22
IV. PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA........................24
V. SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATIONS............36
Summary of findings............................................................................................... 36
Conclusions........................................................................................................... 37
Recommendations................................................................................................... 38
VI. BIBLIOGRAPHY........................................................................................... 38
Abstract
3
The study was conducted to assess how Filipino Indigenous and Online games affect
the Psychosocial Adjustment of Elementary School children, in particular, the grade 5 students
based on the studies of Delos Reyes (2010), Bradley et al (2012) Magna Foundation (2003),
Gaudiosi (2012), and Thompson (2012). The questionnaire consists of 50 items where there are
10 items for each domain of psychosocial adjustment and further divided into 2 groups:
Filipino Indigenous and Online Games. The items were shuffled in order to get the most
naturally occurring response from the respondents. Results showed that a childs
socioeconomic status affects the way a child is able to socially connect with people and that
children who play online games are prone to emotional difficulties and problems in their peer
relationships.
4
CHAPTER 1
This chapter gives the reader an overview of the whole study. It introduces the problem
that challenged the researchers and it also presents a hypothetical answer for the chosen
problem. Moreover, this chapter presents the significance of the research and limits its variable
Introduction
"The youth is the hope of the Fatherland" as once stated by the Philippine national hero,
Dr. Jose P. Rizal (1986). Indeed, the youth is the hope of the people for they will be the next
generation to cradle the responsibility of leading our nation whilst educating the minds of
generations to come. Although, however big the responsibility of the youth they still need time
for themselves to unwind, relax, to act like the children that they are. And one of the ways for
them to do that is through playing games. Through the years, games have evolved from ideas
crafted from children's imagination, to simple toys, to the present gadgets and consoles which
might require the use of the internet and cost a hefty sum of money. But despite these games'
innovative unfolding, Filipino children especially those from rural areas within the country
Life is nothing more but a series of games for a child's mind. From the moment they
wake up to the moment that they sleep, everything is about games. This is why these games are
pivotal to a child's overall development---- because they serve as training grounds for the
virtues and vices of adulthood (Reyes, 2010). Thus, the researchers pose the following
questions: what is the demographic profile of the students most likely to play indigenous and
5
online games? What is the assessment of psychosocial adjustment from indigenous to online
Online games when their profile is considered? These queries prompted the researchers to
study the different types of Filipino Indigenous and online games as well as how these games
This study pieced together various information that are available which were written
from journals, studies, including data from some academic websites in order to further garner
understanding of the complexities of Filipino indigenous and online games not only for the
researchers but also for those who may come upon this study.
This study aims to assess the psychosocial adjustment of Filipino Indigenous and
1. What is the demographic profile of the students most likely to play Filipino Indigenous
1.1. Age
1.2. Gender
6
2. What is the status of psychosocial adjustment to online and indigenous games along the
following dimensions:
Hypothesis
In our fast growing society, due to man's desire to modernize his way of living,
everything that surrounds us at present is technology. Everything that people see, hear, or the
7
In this generation, many people are having these trending technologies which are seem
to be interesting to them, and one of them are young people who are more attached to these
technologies such as these Computer games, PSPs, Cellphones etc. Children love to play
together with their playmates, and sometimes spend most of their time playing games
On the other hand, some games seems to be stimulating, challenging yet fun and exciting to
play and that is, our own games made by our ancestors, Indigenous games . Every young
people are playing depending on the games what is seemed to be amusing to play with, is part
Indigenous and Online game plays an important role to children especially in their age
today. In this study, it gives knowledge to the future researchers on how Indigenous games
differ to Online games and to know how the child's development build up towards games.
It describes how it affects our psychosocial adjustment in our daily living. In order to
understand the importance of Games to children whether its effect is negative or positive.
from 9-13 years old. The school was located in the City of Phase 3 Bagong Silang Caloocan.
To complete the 100 respondents needed, the researchers narrowed their survey in the 3 rooms
of sections 1-3 of the grade 5. The researchers limited their study of psychosocial adjustment
among the domains of self-esteem, emotional difficulties, conduct problems, relationships and
social connectedness which was based on the study of Bradley et al (2012). The questions used
for the study is limited to the games most commonly played by Filipino children as indicated
by the study of Delos Reyes (2010) and the Magna Kultura Foundation (2003) for indigenous
8
games while the articles of Gaudiosi (2012) and Thompson (2012) were used as basis for most
Definition of terms
Browser game - are those for which the only requirement apart from an Internet
First Person Shooter Game - is a game that generally involves taking on the perspective
of a person or vehicle with a gun or camera and shooting things in the environment. (Yee,
2001)
outcome or any recreational activities of the amusements and pastimes that may involve
spontaneous, unstructured, of fantasy and imagination, and organized with set rules (Delos
Reyes, 2010)
-A form of recreational activity wherein there are 2 opposing forces that go through certain
obstacles within the context of the "recreational activity" which are organized with set
rules.
9
Indigenous Game Are games that are shared communally within the Philippine context
and imply several criteria: (1) a game should belong to folk traditions, (2) it should
demonstrate the spiritual potent of the ethnos, (3) it should be accepted as non-official
culture of non-ruling social strata, (4) it should not be fixed in the form of written
documents, (5) the creativity of players should be collective and anonymous (Delos Reyes,
2010)
- Are games that originated in a certain place and as conceptualized by the people living in
that place.
Multiplayer Online Game - is a game where one of several thousand players can
simultaneously join in a persistent gaming experience in a world that exists even when they
arent playing. Participation in these worlds allows players to build social relationships
with other players, which often develop into organized collaborative groups, called guilds
(Yee, 2001)
Online game -- is a game that can be run from an Internet browser and requires the I-net
connection. In most cases online games are freeware programs that can be used for an
unlimited time and are available for free Self-contained three-dimentional societies. Each
game has its own Scenery from forests , prairies ,mountains and towns. Players can
immerse themselves and collectively evolve in this virtual worlds..They will have a virtual
- is a game that can be played by the use of an internet browser and internet connection
within a computer.
10
Psychosocial Adjustment - is the adaptive psychosocial response of an individual to a
significant life change involving aspects of both social and psychological behavior.
Real Time Strategy Game - is a strategy game that is played without turns. Instead all
moves and countermoves are made in real time, allowing for a faster pace. managing
resources to create and deploy semi-autonomous units that would engage in real-time
affected by their shared past interactions and that also affect their future interactions.
Self-esteem - is the confidence and satisfaction that one feels for themselves; a favorable or
unfavorable perception on oneself; the judgment a person makes about his or her self-worth
Simulations - are the most common type of game in this category. These are the so-called
Social Connectedness - is one of many terms used to describe the intricate relationship
between individuals which involves the way that we relate with others and how we see
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CHAPTER 2
This chapter contains the related literatures, conceptual framework of the study and the
research paradigm that is pertinent to the research. This chapter begins with the related
literature and how appropriate and pertinent the articles are obtained.
Indigenous games widely known as Laro ng Lahi are Hispanic in origin. It is not only
played by youngsters but also by anybody who love childish humor. While these games are
recreational in nature, they are also used to test an individual or groups strength, endurance
and dexterity. Awareness and knowledge of these "Mga Laro ng Lahi" helps every Filipino
develop a sense of nationalism and the recognition of national identity as a Philippine culture.
The games are classified into individual, dual, and team games (Project EASE, 2010).
According to a research article by Charita A. Delos Reyes (2010), major studies pointed
out that traditional, ethnic or indigenous games are shared communally within the Philippine
context, The notion "traditional game" implies several criteria: (1) a game should belong to
folk traditions, (2) it should demonstrate the spiritual potent of the ethnos, (3) it should be
accepted as non-official structure of non-ruling strata, (4) it should not be fixed in the form of
The social history of traditional children's games in the Philippines reflects a temporal,
spatial and cultural context. The historical geography of traditional games have been limited to
rural areas where playgrounds are a lot wider, where nature abounds in providing the needs for
children's toys, where children are healthier because they can address their need to enjoy
12
themselves while flexing their muscles and developing physical and mental alertness and
discipline.
Traditional games during the pre-Hispanic period naturally engaged in certain forms of
physical activity incidental to the Filipino people's living. Boys were taught the masculine arts
by their fathers, for which these children eventually became the fighters, farmers, hunters,
fishermen, sailors, miners, shipbuilders, and smiths. Girls, on the other hand, were tutored in
the household crafts by their mothers, such as cooking, sewing, weaving, and stock raising.
During the period of colonization, children's games were used as propaganda tools.
Such is in the case of the Spanish regime, where games were used to propagate Christianity
and the Hispanic culture. Games had to be appropriate for the catechized, sanitized and
The Magna Kultura Foundation, a Philippine NGO for Arts and Culture established on
June 2, 2003, confirms that Traditional or Indigenous Games are very much alive in the
Philippines and are mostly played within urban and rural areas of the country.
ONLINE GAMES
The Filipino children of this generation have a different idea of fun and games. The
influence of globalization and western popular culture has led to the acquisition of technology
that led to the computerization or digitalization of childrens games. Thus, enjoyment that
relies on these types of technology has become the monopoly of children from families who
13
In retrospect, digital games such as the LAN and Online PC Games, Video Arcade
Games, Home Console Games and Handheld Computer Games have been around the country
for more than 30 years and have evolved from simple ping-pong into sophisticated role-playing
games. LAN and Online Games are in more than eighty percent of cafes in the country and
they have games as their main source of income (Delos Reyes, 2010)
Through the years, several studies have been conducted in order to delve deeper into
the positive and negative effects of online gaming. One such study is of Liu et al (2009)
wherein the researchers integrated research on problematic Internet use to explore the cognitive
multiplayer online games (MMOGs). Participants recruited from online discussion boards
condition, social skills, psychological well-being, and negative life outcomes associated with
game playing. The results demonstrated the important roles that psychological dependency and
deficient self-regulation play in negative consequences associated with online gaming. The
results also indicated that psychological dependency on MMOGs was predicted by cognitive
preference for a virtual lifea construct that is negatively related to social control skills.
Utz et al (2012) conceptualized that game research suffers from using a variety of
concepts to predict the (often negative) effects of playing games. These concepts often overlap
are very game-specific (e.g., collective play). The researchers argued that the field would
benefit from using concepts that are well-established in other domains. Extending earlier work
to the interpersonal domain, the researchers examined the effects of obsessive and harmonious
passion for massively multiplayer online role-playing games (MMORPGs) on the number and
quality of online and offline friendships. Obsessive passion describes an irrepressible urge to
14
engage in an activity, whereas harmonious passion describes the voluntary engagement in an
activity. In an online survey of 406 MMORPG players, found differential relationships between
obsessive and harmonious passion and the number and quality of online and offline
friendships. The results confirmed the usefulness of the dualistic model of passion for
framework for examining the effects of gaming on friendships. The researchers extended
earlier research in the intrapersonal domain, to the interpersonal domain by studying the
consequences of playing MMORPGs for online and offline friendships. In line with the
displacement hypothesis, it was found that the time invested in gaming correlated positively
with number and quality of online friendships, but negatively with the number of offline
friendships. Harmonious passion was positively related to number and quality of online
friendships, but unrelated to number and quality of offline friendships. Although obsessive
passion was positively related to number of online friendships, it was unrelated to quality of
online friendships. More important, it was negatively related to number and quality of offline
friendships.
multiplayer online roleplaying game (MMORPG) players focusing on game leadership and
offline leadership. MMORPGs have enormous potential to provide gameplayers with rich
social experiences through various interactions along with social activities such as joining a
game community, team play and others. In the study, a total of 808 Korean online game players
participated in an online survey. Amongst them, 300 MMORPG players were used as the final
sample group. The results showed that joining a game community and playing in teams may
15
help players build their leadership experience in games. The findings also suggest that there is
a significant positive relationship between in-game leadership and offline leadership. However,
there were no significant differences in gender regarding in-game and offline leadership. This
study suggests that MMORPGs offer a useful place where people can grow their leadership
skills and potentially transfer them into the real world. (Benefit)
In the study of Seay et al (2006) the researchers followed a pilot survey involving 1836
respondents, a revised online survey was used to gather information from avid gamers about
their gaming habits, attitudes, and feelings. Employing a longitudinal design, three waves of
data were collected over a 14 month period from a sample including 2883 online gamers.
Prospective analysis was used to establish causal and temporal linkages among the repeatedly
measured factors. While the data provide some indication that a players reasons for playing do
influence the development of problematic usage, these effects are overshadowed by the central
importance of self-regulation in managing both the timing and amount of play. An individuals
negative outcomes like problematic use and, more broadly, depression. Further, the results
indicate that participation in online gaming can lead to decreased isolation and enhanced social
integration for those players who use online gaming as a medium in which to spend time and
interact with real life friends and relatives. No causal link between online gaming and
depression is observed, even in those individuals who report viewing their use as problematic.
With responsible use, online gaming appears to be a healthy recreational activity that provides
millions of people with hours of social entertainment and adaptive diversion. However, failure
to manage play behavior can lead to feelings of dependency. Strategies and tools for addressing
16
these self-regulatory deficits and supporting self-regulatory activity with respect to gaming
PSYCHOSOCIAL ADJUSTMENT
individual to a significant life change involving aspects of both social and psychological
behavior.
Several studies have been conducted to further delve into the complexities of
psychosocial adjustment and one of these would is the study of Willoughby (2011), wherein
prevalence, frequency, and psychosocial predictors of Internet and computer game use were
assessed with 803 male and 788 female adolescents across 2 time periods, 21 months apart. At
Time 1, participants were in the 9th or 10th grade; at Time 2, they were in the 11th or 12th
grade. Most girls (93.7%) and boys (94.7%) reported using the Internet at both time periods,
whereas more boys (80.3%) than girls (28.8%) reported gaming at both time periods. Girls
reported a small decrease over time in the frequency of hours spent per day on overall
technology use, mostly due to a decrease in gaming. Both linear and curvilinear relations were
examined between parental relationships, friendship quality, academic orientation, and well-
being measured in early high school and the frequency of technology use in late high school.
Being male significantly predicted both computer gaming and Internet use. There also were
trends in favor of higher friendship quality and less positive parental relationships predicting
higher frequency of Internet use. Importantly, moderate use of the Internet was associated with
comprising three dimensions: structure, effort, and social contact. Adolescent adjustment is
17
hypothesized to increase with participation in activities characterized by each of these
attributes. Adjustment is also predicted to vary with gender, and with the interaction of gender
and leisure participation. These propositions were tested in a questionnaire-based study of 433
Australian adolescents. Results revealed majority support for hypotheses pertaining to the
positive effects of the leisure dimensions, and for gender differences in leisure participation
adjustment, with social leisure predicting adjustment more strongly in females than males.
Conceptual Framework
The conceptual framework of this study is shown in Figure 1 which attempts to discuss
how the researchers wish to go about their goal to know how Filipino Indigenous and Online
Games affects the psychosocial adjustment of the respondent children, who are the grade 5
students of Silanganan Elementary School, in line with their demographic profile which are the
Demographic Profile of
the Respondents:
Age
Gender Assessment of
Socioeconomic
Status Psychosocial Adjustment
along the dimensions of:
Self-esteem
Emotional Difficulties
Conduct Problems
Relationships
Social Connectedness
Filipino
Indigenous or
Online Games
Figure 1.
18
Relationship of the demographic profile to Filipino Indigenous or Online Games in
psychosocial adjustment
Research Paradigm
This study aims to know how Filipino indigenous and online games affect the
psychosocial adjustment of the respondent children who are the grade 5 students of Silanganan
Elementary School. Data gathered from the research was processed and carried out in survey
questionnaires then distributed to the selected grade 5 students. The outcome of the study is
that a child's socioeconomic status affects the way the child is able to socially connect with
people and that males who engage in playing online games are more prone to emotional
19
INPUT PROCESS OUTPUT
STATEMENT OF THE
PROBLEM The researhers made OUTCOME OF THE STUDY:
(1)A child's socioeconomic
What is the demographic use of a self-
profile of the students constructed status affects the way the child
most likely to play questionnaire which is able to socially connect with
Filipino Indigenous and
Online games in terms of: was based on the people , (2) males who engage
(1) Age, (2) Gender, following test and in playing online games are
(3)Socioeconomic Status. studies: Delos Reyes more prone to emotional
(2010) , Bradley et difficulties and poor
What is the assessment of al (2012), Magna
psychosocial adjustment relationships compared to
to online and indigenous Kultura Foundation females.
games along the following (2003), Gaudiosi
dimensions: Self-esteem (2012) and
(online vs. indigenous), Thompson (2012).
Emotional Difficulties PROPOSED PROGRAM: (1)
Chapter 3
RESEARCH METHODOLOGY
This chapter is bound to discuss the research method to be used, variety of procedure
made, and the tabulation and analysis of data gathered. The population and the determined
sample size, the research instrumentation and the statistical treatment of data to be followed in
20
order to attain the needed information to establish this study. It discusses the entire route of
preparation of the study and drawn conclusion from the gathered data.
Research Design
In the field of the study, the researchers used the descriptive method which is a
factually grounded or informative study rather than normative . Methods that yield descriptions
of behavior but not necessarily causal explanations. The descriptions were yielded through the
studies of Delos Reyes (2010) , Bradley et al (2012), and the Magna Kultura Foundation
(2003) for indigenous games while the articles of Gaudiosi (2012) and Thompson (2012) were
To meet the desired results, the study used a comparative method. Comparative
research, simply put, is the act of comparing two or more things with a view to discovering
Moreover, the study aimed to determine the psychosocial adjustment of the selected
Grade five students of Silanganan Elementary School in playing Filipino indigenous and
online games.
Research Setting
The study was conducted in Silanganan Elementaty School Phase 3 Bagong Silang
Caloocan City. The students there play both indigenous games and online games so the setting
was recommended.
21
Research Subject
The respondents of this study were Grade Five students with ages ranging 9-14 years
old, both male and female who are currently enrolled in Silanganan Elementary School. Ages
9-14 years of age are the ages were children enjoy playing games.
Research Instrument
In achieving the objectives of the study, the researchers used self constructed questions
based on the researched studies of Bradley et al (2012) for the domains of psychosocial
adjustment, studies and articles of Delos Reyes (2010) and the Magna Kultura Foundation
(2003) were used for indigenous games while the articles of Gaudiosi (2012) and Thompson
(2012) were used as basis for most commonly played online games. Per questionnaire
consists 50 questions : ten items per sub domains that were shuffled wherein the ten items were
separated into indigenous and online gaming : five items for indigenous and another five items
for online games. Each survey questionnaires were distributed to the selected grade five
students in their respective classrooms. The researchers provided questionnaires for three
sections within the grade 5 students which are sections one, two , and three. The results were
gathered and tabulated The research instruments used by the researchers were evaluated by the
chosen professors and validated by our respective adviser , Mr. John Erlix Barrion.
Statistical Treatment
The gathered data were used to determine the respondents demographic profile based
22
Percentage. It is used to determine the sample size and the percentage of distribution of the
f
P x 100
n
Where :
f = frequency
n = sample size
Frequency distribution. It is used to determine the data being presented in terms of the
Mean. It is the average of all scores or measures or central tendency. Mean is determined
Correlation matrix - a matrix giving the correlations between all pairs of data sets
interpretation of quantitative data and the use of probability theory to estimate population
parameters
matrix - (mathematics) a rectangular array of quantities or expressions set out by rows and
23
CHAPTER 4
This chapter contains the presentation, analysis and interpretation of all data gathered
24
Table 1.1
Frequency and Percentage Distribution of the Demographic Profile of the Respondents
According to Age
Age F P Rank
9-10 64 64.00 1
11-12 32 32.00 2
13-14 4 4.00 3
Total : 100 100.00
The table 1.1 displays the frequency and percentage distribution of the demographic
profile of the respondents. The table above shows that most of the respondents are in ages 9-10
followed by ages 11-12 having the frequency of (32) and ages 13-14 (4).
Table 1.2
Gender F P Rank
Male 49 49.00 2
Female 51 51.00 1
Total : 100 100.00
The table 1.2 shows the demographic profile of the respondents according to their
gender. There were (49) males and (51) females having the total of 100 respondents. The
demographic profile of gender based on the illustration above also displays that the number of
25
Table 1.3
Demographic profile of the respondents in terms of Socioeconomic Status
Annual Family F P R
Income
P 60,000 and above 9 9.00 5
P 45,000-P59,000 19 19.00 4
P 30,000 - P44,000 20 20.00 3
P 15,000- P 29,000 24 24.00 2
P 15,000 and below 28 28.00 1
Total: 100 100.00
The table 1.3 shows the demographic profile of the respondents in Silanganan
Elementary School in terms of socioeconomic status. Based on the tabulated results above,
most of the respondents yearly family incomes were P15, 000 and below which states that
While research shows that positive adolescent outcomes more often accompany
structured than unstructured leisure,several caveats apply. First, much of the research (e.g.,
Guest & McRee, 2009; Kort-Butler & Hagewan, 2011) has been limited to evaluations of
school-based extracurricular activities. Findings from these studies may not generalize to
broader leisure contexts. Second, many factors moderate the impact of structured leisure. For
example, effects depend on the nature, breadth, and frequency of leisure involvement, and with
26
2 The Status of Psychosocial Adjustment of the respondents to Filipino Indigenous
Games
TABLE 2.1
The Status of Self Esteem of the Respondents in terms of Filipino Indigenous Games
27
In this table, it shows that the weighted mean interprets the item 4 has the score 1.88
(Never) and 2.07 for item number 5 (Seldom). In connection to this, self-confidence and the
ability of the respondents dont have any effect with their Self Esteem when they play
Indigenous games. Thus, the self-esteem of an individual do not lessened as well as the lack of
The Status of Self Esteem of the Respondents in terms of Filipino Online Games
Items for Self Esteem Online Games W Verbal
M Interpretation
21 I feel that others respect and admire me because I 2.46 Seldom
perform well in games like Tetris.
22 I take positive attitude towards myself in gaming that 3.77 Sometimes
whatever would be the game result I will accept it
especially in games like Tetris.
23 I feel confident in whatever game I play or activity that 3.44 Sometimes
I do especially in games like Tetris.
24 My confidence in myself is lessened when I always fail 2.19 Seldom
in the games that I play like League of Legends.
25 I think that I lack the ability to be a good gamer in games 2.35 Seldom
like Tetris,
DOTA, Candy Crush, etc.
Grand Mean 2.84
In this table, it shows that the item number 21 has a low weighted mean which means
that the respondents do not feel respected when performing well in online games. This also
shows that respondents do not feel any lack of self-esteem nor do they feel incapable of
28
winning to the game that they play based on their weighted mean 2.19 (item no.24) and 2.35
TABLE 2.2
The Status of Emotional Difficulties of the Respondents in terms of Filipino Indigenous
Games
Items for Emotional difficulties for Filipino Indigenous W Verbal
Games M Interpretation
26 I feel happy playing games such as jolen, patintero, 3.96 Sometimes
habulan etc.
27 I feel pleased whenever I win in games like patintero, 4.16 Often
batuhang bola, habulan, etc.
28 I feel energetic whenever I come upon strong 3.41 Sometimes
opponents in games like patintero, habulan, etc.
29 I feel frustrated with myself when I lose in games like 2.3 Seldom
jolen, habulan, patintero, etc.
30 I feel anxious whenever I play games like habulan, 2.42 Seldom
patintero, jolen, etc.
Grand Mean: 3.25
This table shows that the item number 27 with a score of 4.16 has a high weighted
mean which means that whenever the students win, they feel delighted or pleased to the games
that they are playing. Item number 29 with the score of 2.3 has a low weighted mean as well as
29
item number 30 which has a weighted mean of and 2.42. This shows that, the respondents
dont feel any frustration nor do they feel anxious in the games that they are playing .Thus, the
scores in the table dont meet the Average scores that scales from 3 to 3.99.
According to (Delos Reyes, 2010)while freely engaging in play children acquire the
meta-communication skills, learn to manage their emotions and explore the roles and rules of
functioning in adult society.29 Play shapes the physical, cognitive, sensory, social and
The table shows that the items 12 (2.88), 13 (2.68), 14 (2.2) and 15 (2.23) have the
same low weighted mean. . This also shows also that these scores in the table do not meet the
30
Average scores that scaling from 3 to 3.99. Thus, respondents do not feel pleased even
energetic when they win or do them feel challenged in the online games that they play. This
also shows that the respondents frustration and anxiety do not have any effect whenever they
are playing online games. Thus, these scores in the table do not meet the Average scores that
TABLE 2.3
Indigenous Games
31
Grand Mean: 3.12
This table shows that the items 36 (4.2) and 37 (4.24) has a high weighted mean.
Respondents are usually follow the instructions in the games they play whilst supporting their
fellow players. On the other hand, item number 39 (1.63) and item number 40 (1.65) has a very
low weighted mean. It shows that respondents do not cheat nor they show any problems in
dealing with their opponents in the games they play. In connection to this, it doesnt affect
their way in any games that they play. Thus, these scores in the table do not meet the Average
32
The table above indicates that the respondents do not have any problems in following
the games instructions in playing online games while the items number 44 (1.54) and 45 (1.74)
have the weighted mean of very low which signifies that the respondents also do not show or
display unnecessary behaviors. Thus, it only shows that these scores in the table do not meet
Although the terminology is still under debate, the general concept of pathological
disorder (e.g., Gentile, 2009; Young, 2009). Studies have consistently shown that a small group
of players spend excessive amounts of time on games while displaying numerous symptoms
or intrapersonal conflicts (e.g.,Charlton & Danforth, 2007; Gentile, 2009; Grsser, Thalemann,
TABLE 2.4
The Level of Relationship of the Respondents in terms of Filipino Indigenous Games
33
Grand Mean: 3.1
This table shows that the item number 8 (4.18) has a high weighted mean. Respondents
scores show that they have very high capability to unite in a group in playing games. On the
other hand, items 9 (1.59) and item number 10 (1.86) has a very low weighted mean. In other
words, respondents do not have any problems in dealing with their parents and playmates in
any indigenous games that they are playing. . Thus, this only shows that these scores in the
table do not meet the Average scores that scaling from 3 to 3.99
One approach evident in recent work (e.g., Guest & McRee, 2009; Mahoney et al.,
the leisure experience that mediate the impact of structure on youth outcomes. Examples of
such contextual variables include level of participant safety, autonomy and commitment,
failures, sociomoral group atmosphere, and quality of peer and leader-participant relationships.
34
Grand Mean 2.43
This table shows that the item number 31 (2.7) has a low weighted mean which only
mean that the respondents do not make any close relationships to their friends whenever they
are playing online games. On the other hand, items number 34 (1.59) and 35 (1.59) has a very
low weighted mean scores which means that respondents do not have any problems in dealing
with their parents and playmates in any games that they are playing. Thus, it only shows that
these scores in the table do not meet the Average scores that scaling from 3 to 3.99.
Research confirms that playing video games can fulfill some of the needs that are
otherwise met through friendships, thereby reducing the need for real-life contacts with
TABLE 2.5
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49 I find it a bother to play in games that involve teamwork 2.06 Seldom
(patintero, sipa, etc) because it's too troublesome to make
an effort and interacting with my teammates do not
interest me.
50 I isolated myself from my friends since I started playing 2.01 Seldom
games such as baraha, dama, etc.
Grand Mean 3.13
This table shows that the item 47 (4.03) has a very high weighted mean which only
means that respondents know how to trust to their fellow playmates in a team whenever they
play games. On the other hand, on the items number 49 (2.06) and 50 (2.01) has a low
weighted mean corresponds to the respondents that do not find it bothersome to play in games
nor do they isolated from their friends whatever games they play. Thus, it only shows that these
scores in the table do not meet the Average scores that scaling from 3 to 3.99.
According to the study of (Delos Reyes, 2010) , playing games is one index to Filipino
sociability. Thus, playing indigenous games is also being connected with friends and
playmates.
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19 I find it a bother to play in games that involve 2.35 Often
teamwork (Valkyria, DOTA, Dragon Nest, etc) because
it's too troublesome to make an effort and interacting
with my teammates do not interest me.
20 I isolated myself from my friends since I started playing 2.03 Often
games such as DOTA, League of Legends, Tetris, etc.
Grand Mean 2.84
In this table, the items 18 (2.92) 19 (2.35) and 20 which has (2.03) has a low weighted
mean scores respondents dont usually play that involves a lot of people. In connection to this,
respondents as well do not find it bothersome to play in games nor do they isolated from their
friends whatever games they play. Thus, it only shows that these scores in the table do not meet
One study states that low psychological well-being during this stage can lead to poor
psychosocial functioning, lower life and career satisfaction, more interpersonal difficulties,
greater need for social support, more comorbid psychiatric conditions, and increased risk of
According to studies, they engage in varied activities that may include individual and
team sports, hobbies and creative pursuits, shopping, socializing, use of social network sites,
and hanging out with friends. Just like family and school, these leisure activities provide
important contexts for adolescents to develop qualities such as self-worth, self-control, and
social connectedness. (Caldwell & Smith, 2006; Eccles, Barber, Stone, & Hunt, 2003; Hansen,
TABLE 3.1
37
Summary Table of Correlation Values of Filipino Indigenous Games Psychosocial
Adjustment and the profile of the respondents.
Psychosocial Adjustment Age P Gender P Socioeconomic P
(Filipino Indigenous Games) Status
Self Esteem .160 .112 .006 .950 .204* .042
Emotional Difficulties .042 .681 .115 .253 .086 .394
Conduct Difficulties .006 .956 -.020 .843 .156 .121
Relationships .036 .725 -.017 .866 -.020 .847
Social Connections -.174 .084 -.017 .863 .221* .027
Table 3.1 shows that the result for the level of self-esteem in terms of socioeconomic
status in Filipino indigenous games is 0.204 which is at 0.05 level of significance (or 95% level
of significance) while the result for the level of social connectedness in terms of
Consequently, the results mean that the higher the socioeconomic status of a child, the
higher is the childs self-esteem and social connectedness while the lower the socioeconomic
status of a child, the lower is the childs self-esteem and social connectedness.
However, through self-esteem and social connectedness both have high levels of
esteem.
TABLE 3.2
Summary Table of Correlation Values of Filipino Indigenous Games of the
respondents and their Social Connections
38
15k P 15k P 30 44k P 45 P 60 P
belo 29k 59k above
w
Social Connections -.342 .000 .160 . .107 . .083 .206 .034 .370
056 145
** Correlation is significant at the 0.01 level (2 - tailed) DV: Social Connections
* Correlation is significant at the 0.05 level (2 tailed)
If the probability is less than or equal to the significance level, then the null hypothesis
In table 3.2 it shows that the levels of 15k and below for socioeconomic status has a
probability of -0.342 which is lower than the Alpha () level 0.05. Thus the null hypothesis is
rejected and the alternative is accepted. In line with the study, the results mean that there really
terms of socioeconomic status. This means that the more socioeconomically poor a child is the
The result as seen in the table goes in accordance with the study of the Magna Kultura
Foundation (2003) wherein the organization stated that most Filipino children who play
Filipino indigenous games are those who belong under the poverty threshold for they cannot
TABLE 4.1
Summary Table of Correlation Values of Filipino Online Games Psychosocial
Adjustment and the profile of the respondents
Psychosocial Adjustment Age P Gender P Socioeconomic P
39
(Filipino Online Games) Status
Self Esteem .035 .727 .187 .062 .017 .863
Emotional Difficulties .086 .394 .366** .000 .083 .411
Conduct Difficulties .018 .859 .089 .378 .015 .879
Relationships .077 .446 .222** .027 .054 .591
Social Connections .042 .682 .126 .210 .189 .060
The table 4.1 shows that the demographic profile of gender correlates with the
domain of emotional difficulties and relationships. Thus, males and females who engage in
playing Online games are more prone to emotional difficulties and poor relationships.
The result as seen in the table coincides with the study of Willoughby
** Correlation is significant at the 0.01 level (2 - tailed) DV: Filipino Online(2011) wherein
Games (Psychosocial Adjustment)
* Correlation is significant at the 0.05 level (2 tailed)
girls were reported to have a small decrease in frequency of hours spent per day on overall
technology use whereas boys were significantly predicted for problematic computer gaming
Chapter 5
Summary of findings
This study was conceptualized to know the status of the psychosocial adjustment of the
following respondents.
40
The demographic profile of the respondents was according to their age, gender and
socioeconomic status. Based on the gathered data, most of the respondents are between ages
9-10 years old and majority of them were females. Also, based on the socioeconomic status
In conducting this study, the researchers found out that all of the respondents play
indigenous games and online games. In terms of gender, males are more likely to play online
games than females. Based on the respondents socioeconomic status, respondents who are
inclined to play indigenous games are those who have low yearly family income and those who
have higher financial status are more inclined in playing online games.
The respondents adjustment with their self-esteem correlates with their socioeconomic
status whereas the higher the financial status, the higher the self-esteem of the children and the
Children who play indigenous games are those who have lower profile and those with
Conclusions
The following conclusions are based on the results shown in the chapter 4 of this study.
1. As what the researchers have concluded based on the demographic profile, most of
the respondents who play online games are males in terms of their gender and that
respondents. The respondents who are most likely to play indigenous games are
those who have low yearly family income in terms of socioeconomic status ranging
41
from P 15,000 and below and respondents who have higher family income are
contribute to emotional problems. Research also shows that they dont have
problems with their conduct difficulties and relationships with others in terms of
play. The study also shows that those respondents who have higher financial status
are more socially connected than those students who have lower status.
3. There is a significant relationship between psychosocial adjustment in playing
are more likely to play indigenous games are those who have lower status.
4. There is a significant relationship between psychosocial adjustment of the
wherein students who have higher financial status were more likely to play online
games.
Recommendations
5. To the students, physical play is proven a healthy exercise for children and it also
helps them to develop good mentality keeping them socially connected and happy.
6. This study also encourages P.E. teachers to introduce and invite their students to
play indigenous games for their healthy mind and environment.
7. For the future researchers, this study will add knowledge to them in terms of
physical activities and their future researches.
8. To distribute pamphlets at the guidance office or hold a seminar for both the
students and the teachers for them to become aware of how playing Filipino
indigenous and online games affect their way of living.
9. To hold a symposium for the general public in order for others to be aware of how
Filipino indigenous and online gaming affects their psychosocial adjustment.
42
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WEB PAGES:
http://kulturapilipinas.webs.com/about-magna-kultura
http://magnakulturafoundation.webs.com/
http://www.forbes.com/sites/johngaudiosi/2012/07/11/riot-games-league-of-legends-
officially-becomes-most-played-pc-game-in-the-world/
http://www.elsevier.com/locate/comphumbeh
http://www.insidesocialgames.com/2012/10/01/the-top-25-facebook-games-of-october-
2012/
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