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TABLE OF CONTENTS

CHAPTER I
INTRODUCTION…………………………………………… 1
Review of Related Literature………………………………… 2-8
Conceptual Framework……………………………………… 9-11
Statement of the Problem…………………………….……..... 12
Objectives of the Study……………………………………… 12
Research Questions……………………………………...…. 13
Benefits of the Study ………………………………….......... 13
Limitations of the Study …………………………………..... 14
Definition of Terms……………………………...…………. 14-15
CHAPTER II
Methodology…………………………………………………. 16
Research Design……………………………………………. 16
Sampling and Sampling Design…………………………….. 16-17
Research instruments…………………………………………. 17-18
Data Gathering Procedure…………………………………… 18-19
Data Analysis………………………………………………… 19
References 20
Appendices
Research Instruments………………………………………….. 23
Literature map…………………………………………………… 24
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NOOB: A QUALITATIVE STUDY ABOUT DISCRIMINATION AND


STEREOTYPES TO SELECTED BEGINNERS AND LONG TIME PLAYERS IN
COMPETITIVE VIDEO GAMES
Members: Andre Arriola, Gabriel Cusi, Ken Bautista, Ash Salcedo, Aaron Sirios, Ian
Balboa

A video game is a great way to let off steam and relax but usually they are
very hard especially for new players. Competitive video games are not friendly with
new comers due to some saying that some people are too rude and usually some
stereo types are being applied.

The researchers aim is to see the root of the cause of toxicity and why certain
players continue to apply stereotypes and continue discriminating low levelled
players and beginners. Based on some obesrvations, the competitive video game
community does not bode well with beginners. Our country, the Philippines, is
infamous for having a very toxic gaming community and the research will broaden
the reasons on why the researchers are associated with toxicity and how countries
also suffer the same fate.

The researchers’ goal of accomplishing this study is to make the gaming


community accessible to everyone. The research wants to wipe off the wrong
impressions they get from the players and change the negative stigmas associated
with the players.
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Review of Related Literature

Online video games area unit vie by many scores of folks worldwide and fine-
grained statistics on every game area unit perpetually relayed to centralized servers
wherever they'll be hold on and analyzed. These games typically need complicated
team ways and allow direct personal interactions mediate by period chat, further as
inter-player rating mechanisms. They so represent an upscale potential supply of
information for psychological investigation.

Past examination on relating personality attributes to game qualities have ordinarily


correlative discoveries from disposition polls with game data: either measurements
gathered inside the game environment, or insights in regards to the sums or sorts of
recreations strive, If players do seem to display efficient varieties in conduct, it
would be that some of this change is associated with certifiable attributes likened
to age, sex or temperament.

Understanding these relationships may offer valuable info regarding these


characteristics at a population level, and this information may be used as a
preliminary screen to spot subjects. Finally, from a system style purpose of read, if
reliable metrics on player behavior may be established, they'll be accustomed to
improve the social surroundings inside the sport

What is an E-Sport? Or what is a Competitive Video Game?

Since an e-sport is a sport which requires two or more teams to be competitive and
battle against each other, it is considered a competitive video game. An e-sport is a
form of sport where the sport is facilitated by an electronic system be it a mobile
phone or a computer. In a more practical sense, e-sports are commonly referred to
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as a competitive video game that is coordinated by different leagues, ladders, and


tournaments.
A competitive video game is any game where there are teams or players
battling each other trying to accomplish a certain goal. Let us give Counter Strike:
Global Offensive as an example. Counter Strike: Global Offensive is a first person
shooter game where two teams of five players, terrorist and counter-terrorist, have
to accomplish a goal. A terrorist’s goal is to plant a bomb on a site and a counter-
terrorists job is to stop them. This goes on for around 30 rounds or less and whoever
gets 16 rounds for their selves wins.
According to Bountie Gaming, It can even be dated all the way back in
1972 when a game called Space War was made where players in a broken spaceship
in the middle of space had to avoid asteroids and gain points higher than their
competitors.

Different genres involving Video Games

According to Griffiths, Davies and Chappbell (2003), during the 21st century the
rise of video games emerged games such as Mobile Legends, Counter Strike:
Global Offensive, and others. Due to this, players were able to connect and/or play
with each other.

Cole and Griffiths (2007) also stated that video games of different genres were
developed, and one of these are called the “ MMORPGs” or Multi player Online
Role Playing Games. This genre was very popular to the masses and because this
these types of video games were given high priority to be developed and enhanced,
because it uses a massive virtual environment wherein player interact with one
another.
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Most of the research of MMORPGS has been identified that the main reason of
playing this type of video game genre is mainly to socialize with other players.
Based on the collation of secondary data, there are 4 types of players namely
explorers, role players, power levelers and socialites/socialiers. A Research by Yee
(2006a,2006b) indicated that females were motivated to play for social reasons
some are because groupings and helping each other in their respective games, but
somehow males would likely be more interested in dominating or power leveling
and game success.

A few different genres were also developed, and one of these genres are called
“MOBAs” or Multiplayer Online Battle Arenas or “FPSs” or First Person Shooters,
This genre was very popular to the masses and because this these types of video
games were given high priority to be developed and enhanced, because it uses
virtual environment wherein players can interact with one another. These genres
are the ones mostly focused on the so called Competitive Video Games.

Prejudice in video games

According to the Filipino Gamer (2017). In 2017, there are an approximate 29.9
million video game players in the Philippines. These games include League of
Legends, Defense of the Ancients 2, Counter Strike: Global Offensive and many
others. Most of these games have one thing in common and that is strategy. There
are different strategies you can use to win these games wherein the problem lies.
Different people have different ideas on how to win and when the team isn’t able
to choose the strategy they want to execute, arguments may arise. In these
arguments you may see the vicious side of your teammates where they may call
you racist terms or intentionally sabotage the plan of the team out of frustration.
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This has become a normal situation for most gamers whenever they play these type
of games. It has become so normal that you will see sexism, racism, homophobia
in online video game chat rooms.

Stereotyping in Video Games

According to Courtney & Whipple (1983), a stereotype is a mental “shorthand


which helps to convey ideas and images quickly and clearly”. Ashmore & Boca
(1981) also added that stereotyping refers to one group’s generalized and widely
accepted per- caption about the personal attributes of members of another group.
Hilton & von Hippel (1996) stated that stereotypes serve multiple purposes in a
variety of cognitive and motivational processes.

According to Bodenhausen, Kramer, and Susser (1994), Macrae, Milne, and


Bodenhausen (1994), Stereotypes emerge as a way of simplifying the demands on
the perceiver or as a route in light of ecological elements, for example, distinctive
social parts. Robinson, Keltner, Ward, and Ross (1995), Fiske, (1993), Jost and
Banaji (1994), also added that it assemble clashes, and contrast in control or as a
methods of defending the present state of affairs or because of a requirement for
social character.

According to Thompson and Zerbinos (1995), that in a conventional media, sexual


orientation and racial stereotypes are the most inescapable two. In broad
communications, contrasted with female characters, male characters seem all the
more habitually, talk fundamentally more, also, take part in noted practices
increasingly, for example, accomplishing and demonstrating initiative

Aubrey and Harrison (2004), Park, Gabbadon, and Chernin (2006), also added that
these media give misshaped portrayal of ladies and minorities Presentation to these
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mutilated pictures can have a negative impact on clients' view of ladies what's more,
minorities. For example, ladies are typically seen as subordinate and detached ward
to men, with sexual connections as focal throughout everyday life racial
generalizations broadly exist in broad communications also. For example, Dark
men will probably be depicted as crooks; Asian men are typically depicted as
socially oblivious; while Asian ladies are depicted as accommodating

Contrasted with the examination on sexual orientation stereotyping, even less


examinations have analyzed racial stereotyping in computer games. One reason
may be the cognizant evasion of particular race representations by the diversion
makers. In many cases characters are made with unclear or questionable ethnic
attributes. It is difficult to tell the correct race of the characters.

The restricted look into reveals some insight into the under representation and
cliché depiction of minority gatherings. As a rule, minority ethnic gatherings, for
example, Black and Hispanic, seem less every now and again in computer games.

A research conducted by Brand, Knight, and Majewski (2003) on the substance of


amusements examined 130 PC and computer games from five gaming stages
(PlayStation 2, Xbox, GameCube, Game Boy Advance, and PC). They inspected
the smooth (the cover or box), the manual (or on the other hand handbook), the
early on succession, and the initial 10 minutes of diversion playing. Upon the
examination on the physical and protest situated world, driving characters, style,
and story, it was reasoned that a portion of the generalizations in customary
predominant press were as yet used to depict amusement characters: most
characters were either white or excessively unclear, making it impossible to tell and
71% of the lead characters were male.

Dill and her partners (Dill, Gentile, Richter, and Dill, 2005) discovered comparable
outcomes. They led content investigation on 10-to-30-minute amusement playing
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of the 20 top-offering PC diversions of 1999. Over the best 20 diversions, the


characters were prevalently white male grown-ups. Just 10% of the fundamental
characters could be perceived as female. Sixty-eight percent of the fundamental
characters furthermore, 72% of the optional characters were white. Downs and
Smith (2005) found a slight higher rate of quality of minority characters. As per
their examination, 21% were Black, 7% were Asian, and 3% were Hispanic

Impacts of Discrimination and Stereotyping

Psychologically many players are discouraged from further playing whenever a


fellow player mocks their ability to play or stereotypes them form where they came
from. In some cases that one of the researchers have personally experienced, his
teammates from China are mocked due to the way they talked and how they were
a minority compared to the major English talking population in a competitive video
game. Due to this many new players or even long time players move away from
playing competitive video games.

The Need to Improve the Gaming Community

Not much research has been conducted about how players are treated inside the
game itself, and how this affects them. Racism is also very persistent inside a
Competitive video game community so in this research the researchers are hoping
to uncover it all.
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Since competitive video games or just video games in general are predicted as the
future form of entertainment, the researchers want to make video gaming especially
on the competitive scene more accessible to a wider variety of audiences.

In this way the researchers also hope people who are doubting on trying to play a
competitive video game or just video games in general can see that there can be a
safe space for them to enjoy playing without the discrimination whatever their skill
level or race is.
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Theoretical Framework

The researchers used the Theory of Planned Behaviour/ Reasoned Action


by Ajzen and Fishbein as the basis of their study. Theory of Planned Behaviour/
Reasoned Action is a theory that states that the behaviour of a person is determined
by the attitude, subjective norm of the person on the act he or she will do.

According to Ajzen and Fishbein, the best predictor of behaviour is


intention. Intention is the act of doing an action. The intention of a person comes
from their attitude, their subjective norms, and their behavioural control. The theory
states that only specific attitudes can predict what a person might do. You also have
to factor in the subjective norm of the person, what they believe in will affect what
they will do. Lastly, a person’s natural behaviour is needed to know how they will
act. If a person is lazy or incompetent, he or she might not do anything. With these
in mind, you can say that using this theory, you can predict the action or intention
of a person.

Attitude

Subjective Intention Behaviour


norms

Behavioural
control
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Conceptual Framework

The reason why the researchers want to make a qualitative study about
Discrimination and Stereotyping in Competitive Video Games is so that the
researchers can make a welcoming environment for players to thrive. The
researchers also want to make a community that is safe for new communities to
form which will be more diverse when it comes to the age, race, and others. There
are only a few games that fall under the category of competitive video games such
as Counter Strike: Global Offensive, League of Legends, Mobile Legends,
Overwatch, and more. All of these games have a lot in common like a competitive
atmosphere, a common goal to be achieved, multiple players teaming up to achieve
an objective, and for some, an e-sports scene.

People who play Competitive Video Games can be impacted in a variety


of ways. It can be psychologically where verbal abuse can discourage long time
players from playing, or can even induce anxiety and insecurity from one's self be
it their accent or skills. It can even influence more negative attitudes which can
even cause more discrimination.
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Statement of the Problem

The hostile environment in gaming communities drives away and alienates


the new players and veterans in its playerbase. An example of this stereotyping are
the name calling of Filipino players when they call us “Peenoise”. It refers to the
noisy Filipino players who often trashtalk. Not only that but most players
discriminate a lot of people due to their skill and how they play be it unusual or just
downright bad.

Objectives of the Study

1. Describe the perceived discriminations and stereotyping to beginners and long


time players experience in competitive video games

2. Identify the perceived root cause of discriminations and stereotyping among


players

3. Analyze the impact of discriminations and stereotyping to beginners and long


time players of competitive video games.

Gaming, is becoming a big part of a millenial's life. Technology is rapidly


advancing. As it keeps flourishing, the research wants everyone, including adults,
to be able to take part in the future form of entertainment by lessening and
removing discrimination in playing competitive video games.
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Research Questions

1) What are the perceived discriminations and stereotypes to beginners


and professional players in competitive video games?

2) What are the perceived root causes of discrimintions and stereotyping


among players?

3) What are the impacts of discriminations and stereotyping to beginners


and professional players to competitive video games?

Benefits of the study

By conducting this research the researchers can make a friendlier and


welcoming environment for new players to thrive in. This will also make a
community that is safer and can even make new communities that consists of an
older demographic of players.

Some long time players of a competitive video game have received


discriminations due to their regions and how they speak with their teammates. Some
adults especially parents would sometimes like to play what their child are playing
and it is usually a competitive video game. There are barriers however that are
preventing these such as players who discriminate people with a low skill level or
players who come from a certain region.

Most competitive video game players have a bad habit to have arguments
with their fellow teammates that do not follow their strategy. With this study the
researchershope to find out why players discriminate both new players and long
time players. With this the researchers can make more people enjoy this kind of
entertainment and not limit them from just television programs.
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Limitations of the Study

The limits of this study are that the researchers cannot cover a very large
demographic. So the researchers limit the study to local computer shops in Las
Piñas, certain people in Elizabeth Seton School who play competitive video games
and other professional players in the Philippines. Background variables such
socioeconomic status and others are not required due to the fact that they do not
have anything to do with a competitive video games' players.

Defintion of Terms

Competitive video games - a video game with some form of competition such as
a required objective or a goal against another team. Examples of games like these
are Counter Strike: Global Offensive, League of Legends, DOTA 2, Mobile
Legends, Overwatch, and many more. Casual games that does not have any
competition against someone is not considered a competitive video game such as
Plants vs. Zombies, etc.

Discrimination - the unequal treatment of a person or a group of persons towards


others.

E-sports - a form of competition using video games.

First Person Shooter – A First Person Shooter is a video game genre that lets you
see from an avatar’s perspective. Its common gameplay is to shoot enemies until
you or your team accomplish the goal.

Multiplayer Online Battle Arena – A Multiplayer Online Battle Arena or MOBA


for short, is a video game genre that involves two groups of players fighting each
other to gather resources to destroy the enemies’ bases.
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Non E-sports games – These are games that have more simple rules and requires
less mechanics to be able to play. Most of the time these are mobile games and are
played just to kill time. A few examples of this type of games are Canday Crush
Saga, Plants vs Zombies, and Angry Birds.

Noob - a person who is inexperienced in a particular sphere or activity, especially


the use of the Internet. Derived from the word Newbie or someone who is new at
a certain activity or topic E-sports - a form of competition using video games.

Stereotyping - a widely held but fixed and oversimplified image or idea of a


particular type of person or thing. Usually on regions or countries.

Videogame - is an electronic game that involves interaction with a user interface


to generate visual feedback on a video device such as a TV screen or computer
monitor.
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Methodology

This chapter will discuss the information covered by the research such as
the research design, research locale, samples and sampling technique, data
gathering tools, methods and procedures for data collection used in the study.

Research Design

The researchers will be doing a Phenomenology. Accroding to Stanford


Encyclopedia of Philosophy (2003), a phenomenology is a study of experiences
from a first person perspective. It is focused on a certain experience from one topic
or object with meaning or content. The researchers believe a Phenomenology will
be the best way to extract results from our respondents since these focus on a
respondents experiences and their feelings about it.

The researchers will do a survey research with guided questions in order for
us to finally see, what is the root cause of discrimination and stereotyping in
Competitive video games? This will be done by personally talking to the
respondents and asking them questions about their video game experiences and how
they feel about it.

The research has 10 questions ready and approved by their adviser. Through
these questions the researchers can further specify the root cause of discrimination
and stereotyping that is rampant in the community of Competitive video games.

Sampling and Sampling Design

According to Creswell (1998), he recommends that there should be atleast


5-25 respondents. The researchers believe that 5-25 respondents will be enough to
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get the insights of many people to get fair and accurate results. Also, due to a limited
time allotted for interviewing, this will be the perfect range where a number of
respondents will be interviewed.

The respondents of the study will be the residents of Las Pinas city and
some selected people all around the Philippines.

Some students of Elizabeth Seton School will be interviewed since the


school is home to students who play Competitive video games. Since they are at
the same age of the researchers and they have established rapport with them they
will be very happy to answer the researcher’s questions.

Another demograph that will be entertained by the researchers are players


in local computer shops in Las Pinas city. Due to the fact that they are very near to
the school that the researchers subside in it will be very easy for them to get answers
since majority of users in computer shops are competitive video game players.

Finally to see a more broad perspective the researchers will interview a few
pro players in the competitive video game industry. In this way the researchers will
not only see the opinions of video game players but also long time players of
Competitive video games.

Research Instruments

The research employed an interview where it is based on 10 questions


approved by their research adviser. There will be some adlibs along the way to
make the interview friendlier and fluid for the respondent but it will still be heavily
dependent on the following 10 questions.
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1. How often do you play video games?


2. What games do you usually play?
3. Have you experienced any kind of discrimination in the video games you
play?
4. How did you feel about your discriminative experiences?
5. Did your region or country affect the way your fellow players treated you?
6. How did the way they affect you make you feel?
7. Do you also discriminate people due to various reasons? Why?
8. Does their region or country affect the way you treat them? Why?
9. Do you think age has a factor on how you treat your fellow palyers?
10. What can you suggest to your fellow players to lessen the stereotyping and
discrimination abundant in the video gaming community?

Data Collection Procedure

The researchers will be talking to a variety of people in a form of an


interview. They will be basing their interview on 10 questions that have been
approved by their research adviser.

Before interviewing people in computer shops the researchers will ask


permission from the manager of the computer shop they will conduct their research
in.

After the respondents talk to the researchers, the researchers will thoroughly
study the answers and brain storm to see what they have in common. They will also
be interpreted in the research.
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The researchers can also ensure the anonymity of the respondent in the form
of google docs. They will be able to input their answers with 100% confidentiality
since names are not required when inputting in a google doc.

Data Analysis

The answers that will be harvested from the respondents will be thoroughly
read to find answers. Most of these will be if they have anything in common, or if
there will be a true root cause that can be traced based on the respondent’s answers.

One way of taking these answers would be a Thematic Analysis. Thematic


analysis is one of the most known forms of analysis in qualitative research where it
focuses on pin-pointing or on trying to find patterns in the data that is given. This
involves on taking different approaches so that you can see different patterns.

To determine the honesty of the respondent’s answers, it will be compared


to the other respondents to see if it is accurate enough and if it falls to the same
genre of Competitive video game they play. Especially if they are not even real
players, it will be
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discrimination/

Yee, N. (2006). The Demographics, Motivations, and Derived Experiences of


Users of Massively Multi-User Online Graphical Environments. Presence:
Teleoperators and Virtual Environments, 15(3), 309-329.
doi:10.1162/pres.15.3.309
Elizabeth Seton School – Las Pinas 23
SENIOR HIGH SCHOOL DIVISION

Appendices
Interview Questions:
1. How often do you play video games?
2. What games do you usually play?
3. Have you experienced any kind of discrimination in the video games you
play?
4. How did you feel about your discriminative experiences?
5. Did your region or country affect the way your fellow players treated you?
6. How did the way they affect you make you feel?
7. Do you also discriminate people due to various reasons? Why?
8. Does their region or country affect the way you treat them? Why?
9. Do you think age has a factor on how you treat your fellow palyers?
10. What can you suggest to your fellow players to lessen the stereotyping and
discrimination abundant in the video gaming community?
Elizabeth Seton School – Las Pinas 24
SENIOR HIGH SCHOOL DIVISION

Literature map

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