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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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.
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.
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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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.
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.
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
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.
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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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
Attitude
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.
Research Questions
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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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.
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.
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.
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 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.
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.
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
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.
Cited References
Brand, J., E., Knight, S., & Majewski, J. (2003, January 3). The Diverse Worlds of
Computer Games: A Content Analysis of Spaces, Populations, Styles and
Narratives. Retrieved September 16, 2018, from
https://www.researchgate.net/profile/Scott_Knight2/publication/22121736
6_The_Diverse_Worlds_of_Computer_Games_A_Content_Analysis_of_S
paces_Populations_Styles_and_Narratives/links/00b4952d70de858a49000
000.pdf
Bodenhausen, G. V., Kramer, G. P., & Süsser, K. (1994). Happiness and stereotypic
thinking in social judgment. Journal of Personality and Social Psychology,
66(4), 621-632. doi:10.1037/0022-3514.66.4.621
Dill, K., E., Gentile, D., A., Ritcher, W., A., & Dill, J., C. (2005). VIOLENCE,
SEX, RACE, AND AGE IN POPULAR VIDEO GAMES: A CONTENT
ANALYSIS. Retrieved September 16, 2018, from
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https://s3.amazonaws.com/academia.edu.documents/34398098/DGRD05_
Content_Analysis_Chapter.pdf?AWSAccessKeyId=AKIAIWOWYYGZ2
Y53UL3A&Expires=1537081126&Signature=Y8lj3Wbj8mnWIleMXl3b
NL1p0hA=&response-content-disposition=inline;
filename=GENDER_SEX_AGE_AND_RACE_IN_POPULAR_VIDEO.p
df
Griffiths, M., Davies, M. N., & Chappell, D. (2004). Online computer gaming: A
comparison of adolescent and adult gamers. Journal of Adolescence,
27(1), 87-96. doi:10.1016/j.adolescence.2003.10.007
Hilton & von Hippel, (1996) Stereotyping from the perspective of perceivers and
Targets Retrieved September 16, 2018, from
https://scholarworks.gvsu.edu/cgi/viewcontent.cgi?article=1043&context=
orpc
Robinson, R. J., Keltner, D., Ward, A., & Ross, L. (1995). Actual versus assumed
differences in construal: "Naive realism" in intergroup perception and
conflict. Journal of Personality and Social Psychology, 68(3), 404-417.
http://dx.doi.org/10.1037/0022-3514.68.3.404
Thompson, T. L., & Zerbinos, E. (1995). Gender roles in animated cartoons: Has
the picture changed in 20 years? Sex Roles, 32(9-10), 651-673.
http://dx.doi.org/10.1007/BF01544217
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?
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Literature map