Research Chapter 1-3
Research Chapter 1-3
Research Chapter 1-3
THE PROBLEM
Introduction
appropriate for the age of the gamer that’s why the house
the ESRB rating, “E” means EVERYONE; this means the game
questions:
a. Age
b. Gender
University.
gaming.
Community. This may help the community to decrease
Definition of Terms
by the researcher.
emotional well-being.
STUDY
Related Literature
by the researcher.
online and offer the same entertainment value, if not more, than
in-person events.
quarantine protocol.
games can train the human mind to be agile and alert. Gamers
clots.
have thought it for a long time, but they now have a new
huge event like the 2020 Olympics. Sport businesses have been
individuals.
also opened the doors for digital Esports and new gaming
content that help continue to fuel the passion of gamers and
and up to now.
her article. The past few years has been a very successful
champions themselves.
Related Studies
A number of related studies have been reviewed by
study.
region.
taken.
real life active games for Xbox Kinect and Nintendo Wii,
2012).
It may also help to talk about the fact that the action
(www.newbeginningsdrugrehab.org).
Asia.
students.
Conceptual Framework
I. Profile of the
selected BPED 3RD
year students in
terms of Age,
Gender and
Highest
tournament
participation.
II. Effects and Proposed or
implications of suggestions to
excessive gaming Documentary
enhance the
on the mental Analysis
awareness on
health of dedicated
selected BPED 3rd respondents
year students of Survey regarding the
Sorsogon State health effects
University on playing
III. Coping Esports.
strategies of the
selected BPED 3rd
year students of
Sorsogon State
University to
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FEEDBACK
CHAPTER III
and procedures.
Research Design
This study determined the effects of playing E-
The Sample
Table I
The Respondents
Number of
Boys 15 50%
Girls 15 50%
TOTAL 30 100%
The Instrument
online games.