INTRODUCTION
As computers have become an integral part of the human life in the modern
world, it had become a growing part of modern technology that had brought massive
global changes ever since its inception. Ranging from the internet that connects the
world and into the appliances in our home that eases our lives by a huge margin, this
is now the era of computers. With computer hardware comes its corresponding
applications and software. These software caters to various kinds of needs and
information, and many more. Our way of living in the modern world would be a
Figure 1.
Digital games are products of computers and software and are one of the
major trends in today’s modern world, especially to the teenaged youth. It is a way of
entertainment that goes by the use of computers and its interaction with the user,
and possibly other users. Digital gaming can easily be addictive, but like many
things, it has detrimental effects if overly used which is why it is often viewed in bad
light by society itself. According to a survey conducted by the Pew Research Center
(Figure 1); 26% of the general public thinks that most video games are a waste of
time. This kind of mentality can be changed when the general public actually gets a
thought of how essential and useful video games can actually be if used in
moderation.
when driving, when playing sports, in emergency situations, and in many day-to-day
activities. Many digital games also require good reaction time, and may improve it as
well. There are various types of reaction time which would be discussed in
Internet addiction and gaming addiction are prevalent with the advent of the
computers in our daily lives. According to Grusser et al. (2007), In a sample of over
7000 computer game players, 11.9% meet the researchers' diagnostic criteria for
gaming addiction. Additionally, there is only weak evidence that excessive gaming is
associated with aggressive behavior. And in another study, a large German study
(more than 15,000 participants) 3% of male students and 0.3% of female student
studies clearly show that gaming addiction had become prominent in today’s society.
There are different ways to solve this problem and one of that is to definitely
stop gaming in society. But is that feasible? Is it efficient to prohibit something that
brings joy to the people and even sometimes become their livelihood? The
Research Questions
How does digital gaming influence the lives of OCSHS STEM 12 Students
What is the average reaction time of hardcore and ultra hardcore gamers?
What is the measure of correlation between the average reaction time and
type of gamer?
What are the other factors that majorly affect the reaction time of students?
revenue and attracting investors. In 2017, eSports was valued at $695 million, but
recent reports forecast that by 2020 it will become a $1.5 billion opportunity, growing
exponentially. However, just like any industry in its formative years, eSports is facing
a lot of challenges (Bratu 2018). This research study aims to bring good light to the
name of gaming and will directly affect the views of the people regarding a benefit of
gaming.
Teenagers need to affirm who they are, but they’re still getting to know and
themselves from their parents’ behavior, distinguish their own ideas, and define their
own path. During this process, their budding characters and personalities mature,
and so they need their own space to make decisions so they can feel like there’s a
clear difference between them and their parents. In this stage, prohibition is just
another reason to differentiate themselves from the doctrines that were ingrained in
them since they were little. So what’s forbidden becomes more attractive, as it
abhorrence and rejection, they may consider the possibility of incorporating Digital
Games in encouraging and improving the school life of their students (e.g. Hosting e-
This research study focuses on gathering both statistical and descriptive data
of gamer classifications and the visual reaction time of the respondents and did not
touch upon other genres of games and other kinds of reaction time. The researchers
utilized only the human benchmark reaction time test for the time to conduct this
research is very limited and constricted for the researchers with their different
There are many types of game genres and subgenres in the world of
computer gaming and there are still two different kinds of reaction time experiments
other than the simple reaction time and it is not limited to just visual reaction time,
these had been elaborated in the review of related literature. These different
This may have lead to discrepancies due to the fact that we did not take respondents
outside the school, but this also prevent the intervention of multitude of factors
• Statistical data was gathered from the casual and hardcore gamers,
this consists of their simple reaction time test results.
Quantitative Data
Gathering and
Analysis
Interpretation
• IBM SPSS was used to determine
the effect size which is used to
measure the correlation between
the two variables in quantitative
data. As for the qualitative data,
codes were used to organize the
respondents’ interview answers.
former otherwise? There is a study at the University of Rochester that stated about a
heightened sense that video game players experience, that can help with their daily
lives. But it doesn’t specify about people’s reaction time, which the researchers’
study had centered on. This review of related literature aimed to shed light about
The said study in the introduction was found in the journal titled, Improved
by Bavelier and his colleagues. Action video game players' brains are more efficient
collectors of visual and auditory information, and therefore arrive at the necessary
threshold of information they need to make a decision much faster than non -gamers
(Bavelier et.al. 2010). The research measures a specific type of reaction time, which
is visual reaction time using the simple reaction time experiment which is the stick
drop test.
found right hand as 404.2ms, left hand as 427.75ms in males’ audio response time
average and right hand as 420,75ms, left hand as 457.6ms in their visual response
time average, right hand as 424.65ms, left hand as 476.6ms in females’ audio
response time average and right hand as 482.7ms, left hand as 510.1ms their visual
response time average. As there are currently no related literature found regarding
the standard average reaction of adolescents, the researchers opted to evaluate the
which cater to different kinds of reaction time (Luce, 1986; Welford, 1980). They are
simple reaction time experiments, recognition reaction time experiments and choice
reaction time experiments. In simple reaction time experiments, there is only one
stimulus given and one response expected. Examples of these are ‘X at a known
location’, ‘Spot the dot’, ‘Reaction to sound’ and the well-known ‘Stick drop test’. In
recognition reaction time experiments, there are some stimuli that should be
responded to (the 'memory set'), and others that should get no response (the
'distractor set'). There is still only one correct response. 'Symbol recognition' and
experiments, the user must give a response that corresponds to the stimulus, such
as pressing a key corresponding to a letter if the letter appears on the screen (Luce,
1986; Welford, 1980). The researchers had focused on and chose the simple
reaction time experiment for doability and specificity in accordance to their time and
ability.
For about 120 years, the accepted figures for mean simple reaction times for
college age individuals have been about 190ms (0.19 sec) for light stimuli and about
160ms for sound stimuli (Galton, 1899; Fieandt et al, 1956; Welford, 1980; Brebner
and Welford, 1980). This mean simple reaction time would become the basis of
comparison for the researcher’s sample size which would vary from the average
than reaction to a visual stimulus, with the mean auditory reaction times being 140-
160msec and the visual reaction times being 180-200msec (Galton, 1899;
Woodworth and Schlosberg, 1954; Fieandt et al., 1956; Welford, 1980; Brebner and
Welford, 1980). Perhaps this is because an auditory stimulus takes about 8-10msec
to reach the brain (Kemp et al., 1973), but a visual stimulus takes about 20-40msec
(Marshall et al., 1943). Reaction time to touch is intermediate, at 155msec
(Robinson, 1934). Differences in reaction time between these types of stimuli persist
There are many factors affecting reaction time apart from the type of the
reaction time experiment, the type of stimulus and the intensity of the stimulus
(Kosinski, 2006). They are extraneous factors which the researchers would take into
consideration in choosing their sample size and conducting the experiment. These
factors are: arousal, age, gender, left vs. right hand, direct vs. peripheral vision,
injury and illness. Over these myriad of factors, the researchers had incorporated
what they are able to incorporate to the best of their abilities in their study during the
qualitative phase.
The research results lies in the data that’ll be obtained from students who
especially on machines especially designed for such games and, in a more recent
trend, over the Internet. Playing such games is known as gaming, which is a term
first used as a synonym for gambling. To identify what is a gamer validly, the
researchers followed the suggestions of Adams (2000) and Kim (2001), the two
distinguishing between the hardcore and the casual gamer, and ways of measuring
each for a given player. Once these data are gathered, they may be weighted to
obtain a single numeric score, which determines the extent to which the player is a
"core" or a "casual" gamer -- a value that they call gamer score or dedication.
Factor Weighting
7. Technologically savvy 7
According to Kim those with consistent scores for all 15 factors show a strong
indication of being a hardcore gamer. These gamers are likely to possess greater
with a higher score than the above category, but lower than that of the preceding one
and they show a mild response to the 15 Factors. Casual gamers are not ignorant or
There is also another definition by Green & Bavelier (2007), which defined a
gamer as an individual who played 4+ hours of video games a week. These factors
and traits of a gamer are necessary in the formulation of an accurate and valid
players, 11.9% meet the researchers' diagnostic criteria for gaming addiction.
Additionally, there is only weak evidence that excessive gaming is associated with
aggressive behavior. And in another study, a large German study (more than 15,000
having a computer gaming addiction (Rehbein 2009). The research study more or
less impacts the way people perceive computer games, but it is currently unknown
importance, there existed a lot of researches about it. One of them states that
reaction time decreases with training and practice. This information can be useful in
day-to-day regular life. By the practice of an important task, time required for
There was also a study similar to the researcher’s study titled “Reaction Time
Differences in Video Game and Non Video Game Players”. The study stated in its
conclusion that statistical difference observed between gamer and non-gamer
groups confirms the original hypothesis of the research that individuals qualifying as
gamers would record significantly lower reaction times than non-gamers and provide
2014). What distinguishes the researcher’s research from that past study was that
they are intently focused on the population of Filipinos, specifically OCSHS students.
Definition of Terms
Digital Gaming – a game in which people interact through electronic means (e.g.
players
Gamer Score – As suggested by researchers Adam (2000) and Kim (2001) there are
Human Benchmark Reaction Time Test – an online test to determine simple visual
reaction time.
Reaction Time – the time between a stimulus and how long it takes to react on it.
METHODOLOGY
Research Design
qualitative data. Though there are some questions that were answered only by using
auxiliary component.
A. This study was conducted by the researchers within the area of Ormoc City
Senior High School with the said school’s STEM students in general as the primary
approximately six months, though there were discrepancies due to the holiday
season, weekends, and other school related activities. Regardless, the researchers
did their best to accomplish this research and create a satisfying conclusion for
submission.
and simple random sampling in conducting this study. Criterion sampling was done
after the analysis of data from the survey questionnaires that were distributed, and
then collected from the primary respondents. to determine the casual and hardcore
gamers of the OCSHS STEM 12 Students. While Convenience sampling was done
in selecting 26 casual gamers and 26 hardcore gamers to be the respondents for the
human benchmark reaction time test and interview. Convenience sampling was done
to avoid delay in the data gathering procedure due to the researchers’ little time to
Research Instruments
respondents for the stage two data gathering. The data gathered through these
questionnaires were used to determine the remaining respondents for the second
chosen from the first stage of data gathering had been tested using this instrument.
The test was administered to both casual and hardcore gamers. The data gathered
The first stage was composed of two parts. The purpose of the first stage was
to classify and identify the type of gamer the respondents are by establishing their
entirety of STEM students as they are the primary participants of this study. When
the data gathered from the survey questionnaires went through data analysis, the
participants for the second part of the first stage were determined.
The second part of the first stage was done with the use of simple reaction
time experiment, specifically a visual test, to measure the reaction time of the casual
and hardcore gamers selected. The data gathered from the two will be treated by
Through the second stage of the study, the researchers strengthened the
statistical data by using qualitative data about the impression of students when it
comes to video games by conducting an interview with the respondents. This data
gathering stage had been conducted after the data analysis of the data gathered in
After the first part of the first phase of the data collection, the researchers
tabulated the data and used the tabulated data as a basis for criterion sampling.
The researchers made a general conclusion from the answers of the students
The researchers used SPSS to find the relationship between type of gamer,
which is an ordinal variable and average reaction time, which is an interval variable.
CHAPTER III
time experiment for casual gamers, yielded an average of 408.54ms while 385.12ms
for the hardcore gamers. This result came from 52 grade 12 STEM students.
Based on the results of IBM SPSS in finding the partial effect size of the data
gathered from casual gamers and hardcore gamers, the interpretation goes as:
Hardcore). This is a direct relationship, in which being scored with higher gamer
score and identified as a greater type of gamer leads to a faster simple reaction time
2.) What can you say about your reaction time? Do you think is is related to your
being a gamer?
3.) How did you start gaming? What drives you to continue gaming?
4.) What is your impression regarding the effects of gaming to your reaction
time?
5.) What other factors do you think affect your reaction time? (Example:
(1)arousal, (2)age, (3)gender, (4)left vs. right hand, (5)direct vs. peripheral
Figure 4. Data Tabulation of Interview Results from Hardcore Gamers (see Figure 3
the respondents with them. Based on the data gathered from the interview, the
majority of the reasons why students play digital games are due to personal reasons
(e.g., Boredom, Entertainment), some for positive reasons (e.g. Stress reliever, Self
Progress) while some were for negative reasons (e.g. Depression and Addiction).
The majority of the impressions of the respondents when it comes to digital gaming
is just they play for the sake of having fun, but some prefer to differ. There was a
student that answered that Professional Digital Gaming (E-sports) is a huge field that
contributes greatly to the economy of the country. Another stated that Online Digital
Gaming is a great and fun way to enhance our communication skills. The rest of the
Summary of Findings
Figure 5. Summarized Data from Human Benchmark Visual Reaction Time Test
Results
Conclusions
With the data gathered from both qualitative and quantitative phase of this
mixed method research, the researchers were able to conclude the following:
There is a direct relationship between digital gamer type and visual simple
Other than that there are good benefits and helpful uses of digital gaming of
Recommendations
Due to the time constraints, the researchers were not able to explore deeply in
the research. The researchers were only able to impose limited interview questions
to answer the research questions. Future researchers can further specify the
research interview to gather more in depth and clearer data. They can also specify
the genre of the digital the respondents play or even utilize observation as the main
research instrument. And with different cultures and places, the effect and result of
the research could vary. Even with the limited capabilities of the student researchers,
they were able to uncover an important and positive effect of digital gaming with the
limited time they have. What more could professionals uncover if they research more
deeply on the many aspects of digital gaming, such as economical value, medicinal
Reference List
Rao SL, Gangadhar BN, Keshavan MS, Hegde AS, Nardev G. Reaction time
Matthew V. (2018, April). The many different types of video games and their sub
game-genres
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Galton, F. 1899. On instruments for (1) testing perception of differences of tint and
for (2) determining reaction time. Journal of the Anthropological Institute 19:
27-29.
Luce, R. D. 1986. Response Times: Their Role in Inferring Elementary Mental
Galton, F. 1899. On instruments for (1) testing perception of differences of tint and
for (2) determining reaction time. Journal of the Anthropological Institute 19:
27-29.
Fieandt, K. von, A. Huhtala, P. Kullberg, and K. Saarl. 1956. Personal tempo and
In A. T. Welford (Ed.), Reaction Times. Academic Press, New York, pp. 1-23.
fromhttp://www.fon.hum.uva.nl/rob/Courses/InformationInSpeech/CDROM/Lit
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Bratu, E. (2018, June, 22). eSports – The rise of the gaming community. Retrieved
from https://www.qualitance.com/blog/future-esports/
Grusser et al. (2007). Excessive computer game playing: Evidence for addiction
10.1016/j.cub.2010.07.040
Acknowledgements
The researchers would like to express their deepest gratitude to the people
the study and giving them the strength to strive hard in the hardest of situations
situation.
To Mr. Marjune Nepaya for guiding the researchers in conducting the study as
To Mrs. Ingrid Rica Soria Blanco for being the supporting pillar of the
researchers who gave her professional expertise and advice for the betterment of
during the presentation for them to be more ordered, clear and accurate.
To Ms. Cecilio for giving the researchers advice and moral strength to
To Mr/Mrs. Viray who guided the researchers s and for providing them a place
To the researcher's parents for giving them undying support as they did the
This research study aims to bring awareness to the issue of digital games on today’s
society. Human nature tends to label things as good or bad. And with the prevalent
issue of computer gaming addiction, the name of digital gaming had been stained.
What the researchers are doing is bringing better light to this subject by validating
and proving a good effect of gaming to ourselves, specifically reaction time. The
research is a mixed method research which utilizes both quantitative and qualitative
instruments (e.g. Interview, Survey Questionnaires and Simple Reaction Time
Experiment). The researchers were able to gather gamer respondents using a
previous study. And after gathering data from them, the researchers found out that
there is a direct relationship between what type of gamer the respondents are (e.g.
Casual and Hardcore) and their simple reaction time. The conclusion garnered from
the qualitative phase provided that digital gaming has been a huge part in the life of
Grade 12 STEM Students of OCSHS (e.g. Stress Reliever, Motivation, Satisfaction,
Creativity Enhancer and Improves Reaction Time).