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FILIPINO INDIGENOUS AND ONLINE GAMES: AN ASSESSMENT TO THE

PSYCHOSOCIAL ADJUSTMENT OF SELECTED GRADE 5 STUDENTS IN

SILANGANAN ELEMENTARY SCHOOL

A Research Presented to

The Faculty of the College of Arts and Science

Our Lady of Fatima University

In Partial Fulfillment

Of the Requirements for the Degree

Bachelor of Science in Psychology

By:

Asnan, Rejien Marie Kind D.C

Manalo, Rickee Mae B.

Maningas, Ruth Raa T.

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

Bagong Silang, Caloocan.

A special thanks to our God Almighty who gave the researchers courage, strength and wisdom

making things possible.

Table of Contents
CHAPTERS

I. THE PROBLEM AND ITS SETTING...................................................................5

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

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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

of Silanganan Elementary School. The researchers made use of self-conducted questionnaires

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.

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CHAPTER 1

THE PROBLEM AND ITS SETTING

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

to produce favorable response.

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

continue to play indigenous games as their source of enjoyment and pastime.

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

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online games? What is the assessment of psychosocial adjustment from indigenous to online

games along the dimensions of self-esteem, emotional difficulties, conduct problems,

relationships, and social connectedness? Is there a significant relationship between

Psychosocial Adjustment pertaining to Filipino Indigenous games when their profile is

considered? Is there a significant relationship between Psychosocial Adjustment pertaining to

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

affect a child's psychosocial development.

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.

Statement of the Problem

This study aims to assess the psychosocial adjustment of Filipino Indigenous and

Online Games of Selected Grade Five Students in Silanganan Elementary School

The following specific problems will likewise be answered:

1. What is the demographic profile of the students most likely to play Filipino Indigenous

and Online games in terms of:

1.1. Age

1.2. Gender

1.3. Socioeconomic Status

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2. What is the status of psychosocial adjustment to online and indigenous games along the

following dimensions:

2.1. Self-esteem (online vs. indigenous)

2.2. Emotional Difficulties (online vs. indigenous)

2.3. Conduct Difficulties (online vs. indigenous)

2.4. Relationships (online vs. indigenous)

2.5. Social Connectedness (online vs. indigenous)

3. Is there a significant relationship between Psychosocial Adjustment pertaining to

Filipino Indigenous games when their profile is considered?


4. Is there a significant relationship between Psychosocial Adjustment pertaining to

Online games when their profile is considered?

Hypothesis

Ho: There is no significant relationship between Psychosocial Adjustment pertaining to

Filipino Indigenous nor online games when their profile is considered.

Significance of the Study

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

things they hold is technology.

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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

of their growing up.

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.

Scope and Delimitation


The scope of our study is the Grade Five students of Silanganan Elementary School

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

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games while the articles of Gaudiosi (2012) and Thompson (2012) were used as basis for most

commonly played online games.

Definition of terms

Assessment to refer to a judgment which can be justified according to specific weighted

set goals, yielding either comparative or numerical ratings. (Scriven, 1967)

Browser game - are those for which the only requirement apart from an Internet

connection is a Web browser. (Paul Gttlich , 2007)

Conduct Problems - a disturbance in the mode or the standard of a person's personal

behavior especially as based on moral principles.

Emotional Difficulties - is a disturbance in a person's conveyance of emotions.

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)

Game Is an exercise of voluntary control systems in which there is an opposition

between forces, confined by a procedure and rules in order to produce a disequilibrial

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.

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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

form of themselves. (Seay et al, 2006)

- is a game that can be played by the use of an internet browser and internet connection

within a computer.

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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

combat (Yee, 2001)

Relationships - a continuing succession of interactions between two people that are

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

(Papalia et al, 2009)

Simulations - are the most common type of game in this category. These are the so-called

construction games, involving economic and strategy simulation.(Paul Gttlich , 2007)

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

ourselves in regards to those bonds and associations (Smithson, 2011)

- is how an individual is able to connect with people and form relationships.

Traditional game a game that belongs to folk traditions.

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CHAPTER 2

REVIEW OF RELATED LITERATURE

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.

FILIPINO INDIGENOUS GAMES

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

documents, (5) the creativity of players should be collective and anonymous.

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

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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

sanctified bodies of boys and girls.

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

could afford such amenities, and mostly concentrated in urban areas.

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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

and psychological predictors of negative consequences associated with playing massively

multiplayer online games (MMOGs). Participants recruited from online discussion boards

completed self-report measures on their online game-related cognitions and psychological

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

(e.g., addiction or pathological gaming), include negative consequences in their definition, or

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

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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

consequences of online gaming.

The researchers showed that the dual conceptualization of passion is a useful

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.

The study of Jang et al (2011) explored the in-game experiences of massively

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

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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

level of self-regulatory activity is shown to be very important in allowing them to avoid

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

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these self-regulatory deficits and supporting self-regulatory activity with respect to gaming

behavior are discussed.

PSYCHOSOCIAL ADJUSTMENT

Psychosocial Adjustment is defined as is the adaptive psychosocial response of an

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

a more positive academic orientation than non-use or high levels of use.

The research paper of Bradley et al (2012) presents a model of adolescent leisure

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

and adjustment. Evidence was also obtained of gender-differentiated effects of leisure on

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

age, gender, and socioeconomic status.

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.

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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

difficulties and poor relationships compared to that of females.

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)

(online vs. indigenous) Each questionnaire to distribute pamphlets at the


Conduct Difficulties consists of 50 guidance office or hold a
(online vs. indigenous), items :10 items for seminar for both the students
Relationships (online vs. each domain of
indigenous), Social and the teachers for them to
Connectedness (online vs.
psychosocial become aware of how playing
indigenous) adjustment and
Filipino indigenous and online
subdivided into
games affect their way of living,
Is there a significant filipino indigenous
difference between or online games (2) to hold a symposium for the
Psychosocial Adjustment which were then general public in order for
pertaining to Filipino
Indigenous games when shuffled in order to others to be aware of how
their profile is considered? get the most natural Filipino indigenous and online
Is there a significant response from the gaming affects their
difference between respondents. psychosocial adjustment..
Psychosocial Adjustment
pertaining to Online
games when their profile
is considered?

Figure 2. Research Paradigm Table

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

used as basis for most commonly played online games.

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

something about one or all of the things being compared.

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.

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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

on their age, gender and socioeconomic status.

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Percentage. It is used to determine the sample size and the percentage of distribution of the

demographic profile of the respondents according to their age and gender.

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

demographic profile of the respondents such as age and gender.

Mean. It is the average of all scores or measures or central tendency. Mean is determined

by the sum of data value divided by the number of data values.

Correlation matrix - a matrix giving the correlations between all pairs of data sets

statistics - a branch of applied mathematics concerned with the collection and

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

columns; treated as a single element and manipulated according to rules.

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CHAPTER 4

PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This chapter contains the presentation, analysis and interpretation of all data gathered

through survey questionnaires.

1. Demographic profile of the respondents

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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

Demographic Profile of the Respondents in terms of Gender

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

female respondents is greater than the males.

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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

most of them were poor and unfortunate.

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

the ethnicity and socioeconomic background of participants (Busseri, Rose-Krasnor,

Willoughby, & Chalmers, 2006; Fredricks & Eccles, 2008).

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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

Items for Self Esteem Filipino Indigenous Games W Verbal


M Interpretation
1 I feel that others respect and admire me because I 3.04 Sometimes
perform well in games like sipa, patintero, and
batuhang bola.
2 I take positive attitude towards myself in gaming that 3.97 Sometimes
whatever would be the game result I will accept it
especially in games like habulan, sipa, patintero, etc.
3 I feel confident in whatever game I play or activity that 3.9 Sometimes
I do especially in games like dama, patintero, luksong
lubid, etc.
4 My confidence in myself is lessened when I always fail 1.88 Never
in games such as batuhang bola.
5 I think that I lack the ability to be a good gamer in 2.07 Seldom
games like patintero.

Grand Mean: 2.97

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

ability of the respondents.

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

(item no. 25) that are both Low interpretation.

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

foundations of self-reflection and abstract thinking, develop complex communication and

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

emotional development of children.

The Status of Emotional Difficulties of the Respondents in terms of Online Games

Items for Emotional Difficulties Online Games W Verbal


M Interpretation
11 I feel happy playing games such as DOTA, Tetris , 3.02 Sometimes
Candy Crush etc.
12 I feel pleased whenever I win in games like Tetris, 2.88 Seldom
DOTA, League of Legends etc.
13 I feel energetic whenever I come upon strong 2.68 Seldom
opponents in online games like Tetris, DOTA , IDATE,
etc.
14 I feel frustrated with myself when I lose in games like 2.2 Seldom
Candy Crush, Tetris, DOTA, etc.
15 I feel anxious whenever I play games like Tetris, 2.23 Seldom
DOTA, Dragon Nest, etc.
Grand Mean 2.6
0

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

scaling from 3 to 3.9.

TABLE 2.3

The Status of Conduct Problems of the Respondents in terms of Filipino

Indigenous Games

Items for Conduct Problems for Filipino Indigenous Games W Verbal


M Interpretation
36 I always follow instructions in the games that I play 4.2 Often
such as piko, dama etc.
37 I support my fellow players when they need help in 4.24 Often
games like luksong tinik, batuhang bola, etc.
38 I invite my friends whenever I want to play games 3.89 Sometimes
such as trumpo, piko, etc.
39 I cheat my way through games such as taguan and 1.63 Never
patintero.
40 I trash talk / insult my opponents in games such as 1.65 Never
agawan-panyo (agawan base), patintero, etc.

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

scores that scaling from 3 to 3.99.

The Status of Conduct Problems of the Respondents in terms of Online Games

Items for Conduct Problems for Online Games W Verbal


M Interpretation
41 I always follow instructions in the games that I play 4.06 Often
such as Candy Crush, Temple Run, etc.
42 I support my fellow players when they need help in 3.49 Sometimes
games like DOTA, Ran Online, Counter Strike, etc.
43 I invite my friends whenever I want to play games 3.15 Sometimes
such as DOTA, Audition, Ran Online, etc.
44 I cheat my way through games such as DOTA, 1.54 Never
Counter Strike, etc.
45 I trash talk / insult my opponents in games such as 1.74 Never
DOTA, League of Legends, Heroes of Newerth, etc.
Grand Mean 2.80

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

the Average scores that scaling from 3 to 3.99.

Although the terminology is still under debate, the general concept of pathological

gaming has gained widespread acceptance among researchers as a legitimate behavioral

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

of pathological behavior, such as withdrawal, preoccupation, loss of control, and interpersonal

or intrapersonal conflicts (e.g.,Charlton & Danforth, 2007; Gentile, 2009; Grsser, Thalemann,

& Griffiths, 2007).

TABLE 2.4
The Level of Relationship of the Respondents in terms of Filipino Indigenous Games

Items for Relationships for Filipino Indigenous Games W Verbal


M Interpretation
1 I am able to grow closer with my friends whenever I 3.93 Sometimes
play games like patintero, tumbang preso, luksong bata
etc.
2 I trust the abilities of my friends when playing 3.94 Sometimes
agawan- panyo (agawan- base), patintero, etc.
3 We unite as a group in playing games such as agawan 4.18 Always
panyo (agawan base), habulan, etc.
4 I argue with my parents for being strict on the hours I 1.59 Never
spend playing jolen, patintero, habulan, etc.
5 I blame my playmates when we seem to be losing in 1.86 Never
games like agawan panyo (agawan base), patintero,
batuhang bola, etc.

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.,

2009; Rutten et al.,2007) is to identify micro-contextual variables pertaining to the quality of

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,

intensity of involvement, extent of participation in decision-making, ratio of successes to

failures, sociomoral group atmosphere, and quality of peer and leader-participant relationships.

The Level of Relationships of the Respondents in terms of Online Games

Items for Relationships for Online Games W Verbal


M Interpretation
31 I am able to grow closer with my friends whenever I 2.7 Often
play games like RAN online, Counter Strike, DOTA,
etc.
32 I trust the abilities of my friends when playing Cross 3.07 Sometimes
Fire, League of Legends, etc.
33 We unite as a group in playing games such as DOTA, 3.2 Sometimes
Counter Strike, etc.
34 I argue with my parents for being strict on the hours I 1.59 Never
spend playing on the computer.
35 I blame my playmates when we seem to be losing the 1.59 Never
game like when playing DOTA, Counter Strike, etc.

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

friends (Colwell & Kato, 2003).

TABLE 2.5

The Level of Social Connectedness of the Respondents in terms of Filipino Indigenous


Games

Items for Social Connectedness for Filipino Indigenous Games WM Verbal


Interpretation
46 I try to help other players who seem ill, hurt, or injured 3.9 Sometimes
especially in games like habulan, patintero, luksong baka,
etc.
47 I trust the capabilities of the players in my team 4.03 Always
whenever we play games like patintero, sipa, etc.
48 I like to play games that involve a lot of people like 3.65 Sometimes
patintero, agawan-panyo (agawang-base), etc.

35
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.

The Level of Social Connectedness of the Respondents in terms of Online Games

Items for Social Connectedness for Online Games W Verbal


M Interpretation
16 I try to help other players who seem ill, hurt, or injured 3.68 Sometimes
within my team in the online games that I play.
17 I trust the capabilities of the players in my team 3.2 Sometimes
whenever we play games like DOTA, RAN online,
Dragon Nest, etc.
18 I like to play online games that involve a lot of people 2.92 Often
like DOTA, Counter Strike, etc.

36
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

the Average scores that scaling from 3 to 3.99.

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

suicide (Paradis, Reinherz,Giaconia, & Fitzmaurice, 2006)

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,

Larson, & Dworkin, 2003).

3 The relationship between Psychosocial Adjustment pertaining to Filipino


Indigenous Games

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

socioeconomic in Filipino indigenous games is 0.221 which DV:


** Correlation is significant at the 0.01 level (2 - tailed)
is at 0.01 level of significance (or
Filipino Indigenous Games (Psychosocial Adjustment)
* Correlation is significant at the 0.05 level (2 tailed)

99% level of significance)

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

significance in terms of socioeconomic status, social connectedness has a higher level of

significance (thus, a higher level of correlation to socioeconomic status) compared to self-

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

is rejected and the outcome is said to be statistically significant.

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

is a significant relationship between psychosocial adjustment and Filipino indigenous games in

terms of socioeconomic status. This means that the more socioeconomically poor a child is the

more inclined that child is to play Filipino indigenous games.

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

afford the luxury of playing computer or online games.

4 The relationship between Psychosocial Adjustment pertaining to Online Games

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

and internet use .

Chapter 5

SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATIONS

This chapter presents the summary of findings, conclusions and recommendations

based from the gathered data pertinent to the topic.

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

results, most of the respondents were poor and unprivileged.

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

lower their financial status, the lower their self-esteem was.

Children who play indigenous games are those who have lower profile and those with

higher profile are more likely to play online games.

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

there was a higher frequency of female respondents compared to the male

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

more likely to play online games.


2. In correlation, playing games whether indigenous or online does have an effect on

the respondents self-esteem in terms of gender especially in males and does

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

indigenous games in terms of socioeconomic status wherein the respondents who

are more likely to play indigenous games are those who have lower status.
4. There is a significant relationship between psychosocial adjustment of the

following respondents in playing online games in terms of socioeconomic status

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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