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Esports Club Development in Schools

The document discusses the establishment of an esports club at Metro Dagupan Colleges, aiming to enhance students' skills such as leadership and problem-solving through both physical and electronic gaming activities. It highlights the growing popularity of esports and its potential benefits for student engagement and development, while also addressing concerns about the sedentary nature of gaming. The study seeks to assess the acceptability of these clubs among students and stakeholders, providing a framework for future research and implementation.

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0% found this document useful (0 votes)
29 views35 pages

Esports Club Development in Schools

The document discusses the establishment of an esports club at Metro Dagupan Colleges, aiming to enhance students' skills such as leadership and problem-solving through both physical and electronic gaming activities. It highlights the growing popularity of esports and its potential benefits for student engagement and development, while also addressing concerns about the sedentary nature of gaming. The study seeks to assess the acceptability of these clubs among students and stakeholders, providing a framework for future research and implementation.

Uploaded by

Untold Story
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

CHAPTER I

THE PROBLEM AND ITS BACKGROUND

INTRODUCTION
Sports club can attract people or students with similar values and interest, same as the esports

club that will going to implement in our school so that students are enabled to develop skills such

as leadership, problem solving, responsibility and a sense of initiative that can be developed

through sporting activities with peers. E-sports is impacting traditional sports is through the rise

of the popularity of sports video games. Virtual sports are video games that simulate real-world

sports, such as football, basketball, and soccer and they have become incredibly popular in recent

years.

E-gaming or electronic game are operated by computer circuity. The platforms, on which

electronic games are played include general purpose, video consoles connected to home

television sets, mobile devices such as cellular phones. The term video game can be used to

represent the totality of these formats. E- gaming has their own genres but we specifically

recommend the Multiplayer Online Battle Arena (MOBA) genre, which includes games like

Mobile Legends, Dota, and League of Legends.

For the past 28 years of existence of Metro Dagupan Colleges year 2023 when they

established and organize the Sports club. Way back then the administration and faculties are the

one who's organizing the program that we are having in some event of sports club like

intramurals.

According to Freeman & Guo, 2017 a, esports have been defined as competitive gaming,

computer, mediated sports, or interactive spectator ship with varying degrees of emphasis on

1
physicality, computer mediation, institutional infrastructure and spectator ship. Esports involve

the enactment of video games carried out through promotional activities; broadcasting

infrastructure; the socioeconomic organization of teams, tournaments, leagues; and the embodied

performances of players themselves.

The Sports clubs will be designed to serve Metro Dagupan Colleges students interested

in different sports and recreational activities. This interest can be competitive as these club may

represent the school in intercollegiate competition or conduct intra club activities such as

tournament play, practice, instruction or social interaction. The clubs are committed to provide a

healthy sporting habit among the students to learn skills that will help them in school, future

careers and personal developments. The recommendation of playing e gaming under sports club

will going to be a good opportunity to those who's into playing online games and physical

activities. Millions of fans tune in to watch competitive events both online and in person as

esports see a sharp spike in popularity. The popularity of esports on a worldwide scale is

increasing, giving competitors the chance to establish themselves and acquire notoriety One of

the major drawbacks of E-sports is the sedentary nature of gaming. Sitting for prolonged periods

can lead to health issues such as obesity, back problems, and poor posture. It is crucial for

gamers to prioritize physical activity and incorporate exercise routines into their daily lives.

Sports club can be diverse to a physical activities and e-gaming activities. It will help the
sports club both online and physical.

2
Theoretical Framework
E-sports is a growing phenomenon that is capturing the attention of individuals worldwide and

has grown to provide professional and lucrative careers for those who reach the upper echelons.

One question that arises, is how esports athletes develop the necessary skills required to improve

and compete. This perspective piece opens the door to skill acquisition within esports and how

research through an ecological approach can benefit researchers and practitioners as they

understand the various perception-action couplings and decision-making challenges faced by

esports athletes. We will identify and discuss what constraints look like in esports, the role of

affordances, and theorize the implementation of a constraints-led approach in contrasting esports

genres. As esports is technology-heavy in nature and generally sedentary, the use of eye-tracking

technology is argued to represent an effective method to better understand perceptual attunement

between individuals and teams. Future research into skill acquisition in esports is needed to

develop a clearer picture of what makes the greatest esports player so great, and how newer

players can be developed effectively.

Esports has grown over the past couple of years to the point the International Olympic

Committee is looking to host its first Esports week in Singapore in the summer of 2023. In

addition, the 2022 Asian Games in Hangzhou was the first international event that featured

esports as a medal sport (Watson et al., 2022). Furthermore, to date, over 400 professional

sporting organizations have expanded their operations to include esports (Scholz et al., 2021). To

this end, it is important to recognize that there are different esports genres. These include first-

person shooters (FPS; e.g., Counter-Strike: Global Offensive (CS:GO), Valorant, Call of Duty)

and massive online battle arenas (MOBA: e.g., League of Legends (LoL), Dota2). However,

3
across genres, research has indicated that key stakeholders (i.e., professional players and teams)

report dissatisfaction with their training and development processes (Abbott et al., 2022; Sabtan

et al., 2022). Furthermore, it is common for high turnover within rosters in esports (LeNorgant,

2019) which restricts talent development and can impede on the coaching process. The aim of

the present paper is to provide an overview of current practices and to draw attention toward

future research embedded within skill acquisition with hopes to find answers.

Figure 1. Theoretical Framework

Review of Related Literature

FOREIGN

E–Sport represents tournament level, interactive video games, described by British

eSports as “the top level of video gaming in terms of skill and professionalization” (What are E-

Sports? 2016). Their popularity is evidenced by the number of participants, spectators, and media

coverage, as well as organizers considering eSport for inclusion in major sport competitions.

According to Newzoo, a company that specializes in offering market data related to digital media

and related activities, there were 191 million eSport enthusiasts around the world in 2017

(Esports, 2017). These figures are up considerably from 2016 (148 million enthusiasts; Rapaport,

4
2017). Industry revenues have followed suit, with US$493 million generated in 2016 and

US$660 million in 2017. Spectator attendance for eSport is equally impressive. The tournaments

have sold out large venues, such as Key Arena in Seattle and Madison Square Garden in New

York City (Rapaport, 2017). But even more impressive is the online spectatorship; in fact, the

“League of Legends” World Finals drew 12 million more fans than the National Basketball

Association (NBA) finals held at the same time (Clavio, 2017). The growth of e-sport has not

been lost on popular press outlets, where the likes of Forbes, ESPN, Sports Illustrated, and the

Guardian, among others, all cover aspects of the events. Finally, the rise of eSport is perhaps best

illustrated by news in 2017 that it would be a medal event in the 2022 Asian Games (Graham,

2017). The rise of E-sport has not been lost on academics. At past Sport Management Review

(SMR) editorial meetings, as part of broader discussions about the boundaries of sport

management, board members have discussed and debated the role of e-sport, whether the activity

should be considered sport at all, and the implications for sport management as a discipline.

When the topic was first broached, some members met the discussion with a healthy skepticism,

perhaps thinking that it was a passing fad. As E-Sport grew, however, so too did attention

dedicate to the topic—by sponsors, spectators, and academics. The discussions ultimately

resulted in the scholarly exchange presented in this issue of SMR. We asked experts in the field

to consider two questions: is E-Sport a sport; and irrespective of the response to the first

question, is eSport relevant for the sport management discipline. In this introductory article to the

exchange, we, as the SMR editorial team, address these questions, too. In doing so, we seek to

contribute to the emerging dialogue surrounding eSport and identify potential paths forward.

According to an article entitled “George B. Cunningham Sheranne Fairley, Lesley

Ferkins Shannon Kerwin, Daniel Lock, Sally Shaw, Pamela Wicker. The rise of eSport has

5
not been lost on academics. At past Sport Management Review (SMR) editorial meetings, as

part of broader discussions about the boundaries of sport management, board members have

discussed and debated the role of eSport, whether the activity should be considered sport at

all, and the implications for sport management as a discipline. When the topic was first

broached, some members met the discussion with a healthy skepticism, perhaps thinking that

it was a passing fad. As eSport grew, however, so too did attention dedicate to the topic—by

sponsors, spectators, and academics. Sport Management Review Volume 21, Issue 1,

February 2018.

LOCAL

According to Janet S. Mariano, Socorro Gigi V. Cordova, among the different sectors

affected by the COVID-19 pandemic, educational institutions had vast changes in terms of

implementing instructional programs via a distance mode to ensure continuous teaching and

learning. While studies documenting adjustments during the pandemic highlight challenges such

as material constraints, lack of training among teachers, and recalibration of teaching and

assessment techniques, several opportunities have also opened up for educational innovations.

This study presents the use of E-sports with physical exercise in college Physical Education (PE)

during the COVID-19 pandemic based on the online learning module’s quality, usability, and

effectiveness. It further argues that employing a mobile gaming approach in PE opens

opportunities for incorporating existing technologies that appeal to learners and can help achieve

intended learning outcomes. Utilizing a mixed method design, responses from the 18 volunteers

were collected through an online questionnaire and interview. The findings reveal that students

strongly agree that E-sports is a viable teaching tool for PE-Teams online classes. The findings

6
also show that student respondents realize the importance of E-sports in developing soft skills

like teamwork, good communication, and problem-solving skills.

Research Paradigm

The Input phase contains all the essential information that lays the foundation for the

research. It includes two major components: the demographic profile of the student respondents

and their suggestions for proposed activities. The demographic data comprises variables such as

age, sex, civil status, and the students’ academic year and course. These details are vital as they

provide a deeper understanding of the participants' backgrounds, which can influence their

preferences and opinions. Additionally, the input phase seeks suggestions from the students

regarding potential extracurricular activities, specifically focusing on E-gaming and sports clubs.

These suggestions reflect the interests and needs of the students, which the research aims to

address.

Moving to the Process phase, this part of the paradigm involves the actual gathering and

processing of data. It includes the design and distribution of survey questions, as well as the

collection of responses from the target population. The process ensures that the data gathered is

directly relevant to the research objectives. Through systematic data collection, the researchers

aim to analyze students' perspectives and determine the general sentiment toward the

establishment of the proposed activities.

Finally, the Output represents the anticipated result or goal of the research. In this case,

the output is the agreement or support for the establishment of E-gaming and sports clubs at

Metro Dagupan Colleges. Based on the findings from the surveys, the researchers aim to identify

7
whether there is significant student interest and approval for such initiatives. This output will

provide a concrete basis for making institutional decisions related to student engagement and the

development of extracurricular programs in Sports Club in Metro Dagupan Colleges.

Input
Figure 1. Research
Paradigm Input
• 1. Demographic profile Process
of the students: Output

a. Age Agreeing of accepting


•Data gathering the establishment of E-
b. Sex gamers and Sports Club
•Survey questions
c. Civil Status at Metro Dagupan
Colleges
d. Year/Course
• 2. Activities suggestion
for:

a. E-gaming
b. sports club

Figure 2. Research Paradigm


As can be seen above, the IPO (Input- Process- Output) was utilized the research

study to discuss the Primary Variables, the techniques used to collect the variables, and to

synthesize the predicted conclusion. The input is the challenges encountered by E-sportrs gamer

and the Strategies applied by sports club to overcome the challenges on playing E-sports.

Dissemination of Survey Questions, Data Gathering Presentation were all part of the process.

The output will be Proposed of Agreeing of accepting the establishment of E-gamers and sports

club at Metro Dagupan Colleges.

8
Statement of the Problem

Generally, this study aimed to determine the Acceptability of E-gaming and Sports Club

in Metro Dagupan Colleges.

Specifically, it sought to answer the following questions:

1. Profile of respondents as to:

•Age: _____

•Sex: _____

•Course: _____

• Year Level: _____

2. What E-gaming activities acceptable by the respondents as to the following courses:

• College of Criminology

• College of Business Administration, Tourism and Computer Science

• College of Teacher Education

• High School

• Senior High School

3. What Physical Activities acceptable by the respondents as to the following courses:

9
• College of Criminology

• College of Business Administration, Tourism and Computer Science

• College of Teacher Education

• High School

• Senior High School

4. What E-gaming and sports activities can be proposed to be implemented by sports club of

Metro Dagupan Colleges.

Research Hypothesis

It is hypothesized that e-gaming can be proposed under sports club that can be diverse to

a physical activities and e-gaming activities in Metro Dagupan Colleges.

Significance of the Study

The result of this study was significant to the following group:

A. Teachers: This study can serve as the way for teachers to determine the number of students

who are interested to sports club so they can help the students to be included to sports club

B. Students: This study is significant because it is addressing an opportunity for all the students

in Metro Dagupan Colleges to join any activities in terms of playing any physical activities and

online games.

C. School Administrators: The findings of this study can use the results of this study as a basis

for informed decision-making regarding the implementation of new student organizations. It can

serve as a guide for developing structured, well-managed, and productive E-game and sports

10
programs that align with the school's mission and values. Furthermore, it highlights the

importance of offering modern, relevant extracurricular opportunities to keep up with evolving

student needs.

D. Parents: This study may help parents understand the educational and social benefits of E-

gaming and sports clubs. It aims to address concerns regarding screen time, physical activity, and

academic distraction by presenting well-rounded perspectives and data. Parents can be reassured

that these clubs, when properly supervised, can contribute positively to their children's personal

and academic development.

E. Researchers: This study contributes to the growing field of educational development,

particularly in the integration of modern student interests like E-gaming into the school

ecosystem. It provides empirical data that may serve as a reference or foundation for future

studies exploring similar themes in student engagement, digital culture, and educational

innovation.

F. Future researcher: The finding of this study would help the future researcher that are

interested in this study. It will serve as their basis and their background about their research

Definition of Terms

The following terms were defined based on their usage in the conduct of the study.

Competitive Video Gaming : Is a form of organized, multiplayer video game competition, often

with professional players, teams, and organized leagues.

E-gaming: A game that uses electronics to create an interactive system with which a player can

play.

11
E-sports: It’s different from standard video gaming in that esports is competitive (human-vs-

human) and usually has an engaging spectator element to it, like traditional sports.

E-sports tournaments usually consist of amateur or professional gamers competing against one

another for a cash prize.

Interactive Spectator ship: Refers to a form of engagement in which viewers actively

participate or interact with a performance, event, or content, rather than passively observing it.

Sports Club: An organization that exist to promote and develop interest in a particular sport or

physical activities.

Scope and Delimitation

This study focuses on exploring the acceptability of establishing E-game and sports clubs

within Metro Dagupan Colleges. It aims to assess how students, teachers, school administrators,

and other relevant stakeholders perceive the potential implementation of such extracurricular

activities, particularly in terms of their relevance, benefits, and alignment with institutional goals.

The scope of this study focused on several key aspects. Primarily, it investigates the

students’ demographic profiles, including age, sex, civil status, and academic year, to determine

whether these factors influence their level of support for the proposed clubs. The study also

gathers feedback and suggestions from students regarding the types of activities they wish to see

in the E-gaming and sports clubs. In addition, it explores the perspectives of teachers, school

administrators, and parents on the possible effects of introducing such clubs on academic

performance, student behavior, and institutional culture.

Moreover, the research includes the use of surveys and questionnaires as its main tools

for data collection. These instruments are designed to capture opinions, preferences, and levels of

12
support from the identified respondents. The study is limited to the current academic year and

includes only respondents from Metro Dagupan Colleges, making the findings context-specific

and not necessarily generalize to other institutions.

However, the study also has its delimitations. It does not measure the actual impact of E-

gaming or sports club participation on academic performance or behavioral outcomes, as this

would require a longer observational period and a different research design. Furthermore, the

study does not include alumni, external community members, or students from other schools.

The primary focus remains within the boundaries of the institution and within a limited time-

frame, relying on self-reported data rather than direct observation.

13
CHAPTER 2

Research Design

This chapter presents the methods of the study and techniques to be used in data

gathering by the researchers. It also discusses the sources of data, the instrumental and

validation, the procedure of the study, and its statistical analysis of data.

Methods of Research and Technique of Data Gathering

The researchers were used descriptive method with the use of survey questionnaire.

Descriptive method of research is used in this study because this research design will be used to

describe, analyze and interpret conditions of situations. It consists of tools and issues involved in

describing collection of statistical observations, whether they are sample or total populations.

Since this study focus on Acceptability of E- game and sports club in Metro Dagupan

Colleges, descriptive research is the most appropriate method to be used. While a Survey

questionnaire will be constructed, and it will also distribute to the identified respondents

depending on their preferred time.

Sources of Data

Primary and Secondary Data

There are two sources of data was used in this study, primary and secondary sources. The

primary sources of data for this study were taken from the survey questionnaire which was

answered by the respondents while the secondary sources of data were collected from libraries a

published /unpublished material such as books, articles, journals, internet links.

14
Respondents of the Study

The respondents of the study are the total population of Metro Dagupan Colleges

students which include Five (5) E-sports in College of Criminology, Five (5) College of Business

Administration, Tourism and Computer Science, Five (5) Sports club in College of Teacher

Education, Five (5) High School for the total of Twenty (20) Students of Metro Dagupan

Colleges.

The researchers chose these schools because they it's easy to find respondents who are

close to us. The researchers obtained the official number of all of E- sports and sports club who

are handling through personally approached the Selected school for the confirmation of the list in

order to get the exact total of 20 respondents.

Procedure of the Study

The researcher used one-on-one interviews in data gathering of this study

A. Construction and Validation of the Research Instrument

The researchers instrument will be the researcher’s formulated questionnaires where the

items were created based on the other Study, Internet and Articles that relates in our study. The

survey questionnaire is composed of two parts. Part I is the Personal Profile of the Respondents

while the Part II will be the Strategies and Challenges encountered by the respondents. As the

main tool because of its appropriateness in the data-gathering for this study in order to gather the

data from participants regarding the sub-problems of the study.

15
The survey questionnaire will be subjected to Content validation to establish that the

items in the questionnaire covered all the areas needed in the study. The validators are Ms.

Daniellie Victoria Penullar, Mr. Willy Cariño, Prof. Louise Ian D. Aquino who are Physical

Education teachers from Metro-Dagupan Colleges, they verify its appropriateness and

significance of the items of the survey questionnaire. The result of their evaluation on the content

validity of the instrument are presented.

B. Administration of the Research Instrument

This research study was conducted in Metro-Dagupan Colleges, Salay Mangaldan,

Pangasinan and focused on 180 total respondents. The respondents were randomly selected from

the High School Department, College of Criminology, College of Business Administration

Tourism and Computer Science and College of Teacher Education. The researchers employed

interviews and a carefully crafted set of questions to gather data from the participants. In order to

delve deeper into the topic and ensure a comprehensive understanding. By conducting

interviews, the researchers were able to gain valuable insights and a richer understanding in E-

game and Sports Club in Metro Dagupan Colleges.

Method of Data Analysis and Interpretation

For an accurate measurement of the variables involved in the study, the researchers utilized the

following statistical treatments which will provide the quantitative data necessary to establish the

conclusion of the study:

Weighted Mean – The primary statistical tool used in this study was the weighted mean. This

method was applied to interpret the level of acceptability and perception of the respondents

regarding the establishment of E-game and sports clubs. Each response in the survey was

assigned a specific weight based on a Likert scale (e.g., 1 – Strongly Disagree to 5 – Strongly

16
Agree). By computing the weighted mean of each item, the researchers were able to summarize

the general tendency or overall sentiment of each group of respondents. This allowed for a clear

and concise presentation of how acceptable the proposed clubs are to the academic community.

Independent Sample t-test – To determine whether there are significant differences in the level

of acceptability among different groups of respondents (e.g., male vs. female, students from

different year levels, or between students and teachers), the independent sample t-test was

employed. This statistical test helped identify whether any observed differences in their

responses were statistically significant or merely due to chance. Through this, the researchers

gained a deeper understanding of how demographic variables may influence perceptions toward

E-game and sports clubs.

17
CHAPTER 3

PRESENTATION, ANALYSIS AND INTERPRETATION

This chapter provides the presentation of data related to the problem posited. The

corresponding analysis and interpretation of data are incorporated in a portion of the study. On

this chapter, the researchers used frequency and percentage analysis in interpreting the core

narratives from the respondents.

The researchers conducted the study in Metro-Dagupan Colleges, Salay Mangaldan,

Pangasinan wherein there were 180 total respondents. The respondents were randomly selected

from the High School Department, College of Criminology, College of Business Administration

Tourism and Computer Science and College of Teacher Education.

The data collected from the survey questionnaire of the respondents were analyzed and

interpreted by the researchers.

Table I - A
Demographic Profile of the Respondents in Terms of Age
N=180

AGE FREQUENCY PERCENTAGE

18 63 35.00%

19-25 113 62.78%

26-30 4 2.22%

18
31 0 0.00%

TOTAL 180 100%

The data shows that the majority of the respondents fall within the 19–25 age range,

comprising 113 individuals, which is 62.78% of the total population. This indicates that most of

the participants are likely young adults particularly college students

The second-largest group is composed of 18-year-olds, making up 63 respondents or

35.00% of the total. This suggests a significant number of respondents are at the threshold of

adulthood, possibly recent high school students or college freshmen.

A very small proportion, 4 respondents (2.22%), belong to the 26–30 age group,

indicating minimal representation from older young adults or those possibly third year or fourth

year students.

Interestingly, no respondents fall into the 31 and above age category, as shown by the 0%

representation for age 31. This may imply that the survey or study was more accessible or

relevant to a younger demographic.

TABLE I - B
Demographic Profile of the Respondents in Terms of Sex
N=180

SEX FREQUENCY PERCENTAGE

MALE 88 49.00%

FEMALE 92 51.00%

19
TOTAL 180 100%

The data reveals a nearly equal distribution between male and female respondents. Out of

180 participants: 92 respondents (51.00%) are female, and 88 respondents (49.00%) are male.

This indicates a slightly higher representation of females compared to males, with only a 2%

difference. The balanced ratio suggests that the perspectives in the study are likely inclusive of

both sexes, reducing the risk of gender bias in the findings.

TABLE II - A
Acceptability of E-game by the Respondents
N=180

E-GAMES FREQUENCY PERCENTAGE

MOBILE LEGENDS 105 58.33%


CALL OF DUTY 44 24.44%
LOL WILD RIFT 22 12.22%
PUBG MOBILE 9 5.00%
OTHERS 0 0.00%
TOTAL 180 100%

Based on the responses of 180 participants, the most widely accepted e-game among the

respondents is Mobile Legends, with 105 individuals (58.33%) indicating it as their preferred

20
game. This strong majority highlights Mobile Legends as the most dominant and popular e-game

within the group.

Call of Duty comes in second, with 44 respondents (24.44%) showing acceptance. This

suggests a significant but smaller group of players who prefer more action-packed or first-person

shooter gameplay.

League of Legends: Wild Rift follows, with 22 respondents (12.22%), indicating a

moderate level of popularity. Although it's also a multiplayer online battle arena (MOBA) game

like Mobile Legends, it appears to have a more niche following among the group.

PUBG Mobile is the least accepted among the listed games, with only 9 respondents

(5.00%) choosing it. This could indicate that battle royale-style games have a lower appeal in

this particular sample.

Interestingly, no respondents (0.00%) selected "Others," suggesting that the given choices

effectively captured the most accepted E-games among the group, and there's little to no

variation beyond these popular titles.

TABLE II - B
Acceptability of Physical Activities Acceptable by the Respondents
N=180

PHYSICAL ACTIVITY FREQUENCY PERCENTAGE

VOLLEYBALL 56 31.11%

BASKETBALL 51 28.33%

BADMINTON 38 21.11%

TABLE TENNIS 25 13.89%

21
OTHERS 10 5.56%

TOTAL 180 100%

Among the 180 respondents, Volleyball emerged as the most accepted physical activity,

with 56 individuals (31.11%) choosing it. This suggests that volleyball holds a strong appeal,

possibly due to its popularity in schools and communities, its team-based nature, and

accessibility.

Basketball follows closely, with 51 respondents (28.33%), indicating that it remains a

widely favored sport. The small difference between volleyball and basketball preferences reflects

a fairly balanced interest in both dynamic and competitive sports.

Badminton is the third most accepted activity, with 38 respondents (21.11%), showing a

solid level of popularity. This may be attributed to its ease of play and suitability for both indoor

and outdoor settings.

Table Tennis was chosen by 25 respondents (13.89%), reflecting a more niche but still

notable interest. While it may not be as broadly popular, it still holds relevance, especially among

those who prefer less physically demanding but skill-based games.

The "Others" category, selected by 10 respondents (5.56%), suggests some interest in

alternative physical activities not listed in the main options—these could include sports like

swimming, dancing, or cycling.

22
CHAPTER 4

SUMMARY, CONCLUSION AND RECOMMENDATIONS

This chapter presents the summary, conclusions derived from the findings and the

recommendations.

Summary of Findings

The data gathered from 180 respondents shows a high level of interest and acceptability

in both e-gaming and traditional physical sports activities among students of Metro-Dagupan

Colleges.

In terms of e-gaming, Mobile Legends leads significantly with 58.33% (105 respondents)

indicating it as their most preferred game. This is followed by Call of Duty (24.44%), LOL Wild

Rift (12.22%), and PUBG Mobile (5.00%). No respondents selected "Others," indicating that the

provided options effectively reflect the popular choices among students. This highlights the

strong engagement of students in mobile-based multiplayer games and suggests that

incorporating e-sports into student activities would resonate well with the majority.

On the other hand, traditional sports remain highly acceptable and valued. Volleyball is

the top physical activity of choice with 31.11% (56 respondents), closely followed by Basketball

23
(28.33%), Badminton (21.11%), and Table Tennis (13.89%). A small percentage (5.56%)

selected "Others," which may include activities such as dancing or athletics.

The combined data suggest that students have diverse interests in both digital and

physical forms of recreation. The relatively balanced engagement in e-games and sports

underscores the potential success of establishing an E-Gaming and Sports Club that caters to

both communities. Such a club would not only provide platforms for competitive and

recreational participation but also foster camaraderie, physical well-being, strategic thinking, and

digital literacy.

Conclusion

The findings reveal a high level of acceptability for both e-gaming and traditional

physical activities among the students of Metro-Dagupan Colleges. A significant majority of

respondents showed a strong preference for Mobile Legends (58.33%), followed by other

popular titles like Call of Duty (24.44%) and LOL Wild Rift (12.22%), indicating a clear interest

in mobile-based competitive gaming. This suggests that e-gaming has become an integral part of

student recreation and social interaction.

At the same time, traditional sports remain highly favored, with Volleyball (31.11%) and

Basketball (28.33%) emerging as the top physical activities, closely followed by Badminton

(21.11%) and Table Tennis (13.89%). This demonstrates that students still value physical

engagement and team-based sports.

Given the strong interest in both digital and physical recreational activities, the

researchers therefore conclude that the establishment of an E-Gaming and Sports Club in Metro-

24
Dagupan Colleges is highly acceptable and timely. Such a club would not only support students'

interests and promote a balanced lifestyle but also enhance camaraderie, sportsmanship, and

holistic student development.

Recommendations

Based on the gathered data, it is evident that students of Metro-Dagupan Colleges show

a strong interest and high level of acceptability toward both e-gaming and physical sports

activities. The popularity of games such as Mobile Legends and sports like Volleyball and

Basketball reflects the students’ diverse recreational preferences. To address this growing

demand and to foster a more inclusive and engaging campus culture, the following

recommendations are proposed:

1. Establish an Official E-Gaming and Sports Club

Create a recognized student organization that caters to both e-gamers and athletes,

promoting camaraderie, discipline, and leadership through structured activities.

2. Develop and Implement Regular Activities and Tournaments

Organize scheduled tournaments, both online (e.g., Mobile Legends, Call of Duty) and

25
on-campus sports competitions (e.g., Volleyball, Basketball), to encourage consistent

participation and community building.

3. Provide Facilities and Technical Support

Allocate dedicated spaces for e-gaming with stable internet access and necessary

equipment, while also ensuring the availability and maintenance of sports facilities and

gear.

4. Promote Responsible Gaming and Sportsmanship

Integrate values education and time management seminars into the club’s initiatives to

encourage healthy gaming habits and positive behavior both online and offline.

5. Include the Club in Co-Curricular Programs

Align the club’s goals with the institution’s student development programs to support

holistic learning—addressing students’ physical, mental, and social well-being.

6. Offer Skill Development and Training Sessions

Invite experienced players, coaches, and alumni to conduct training sessions that enhance

students' skills in gaming strategies, athletic performance, and teamwork.

7. Forge Partnerships and Sponsorships

Collaborate with local gaming hubs, sports groups, and potential sponsors to expand the

club’s resources, visibility, and opportunities for members.

8. Recognize Student Achievements and Contributions

Award certificates, medals, or incentives to recognize outstanding participants, fostering

motivation and a sense of achievement among members.

26
References:

Extracurricular Participation and Student Engagement. National Center for Education Statistics,

June 1995. Accessed 4.1.19 at: [Link]

schools-good/

Abbott, C., Watson, M., and Birch, P. (2022). Perceptions of effective training practices in league

of legends: a qualitative exploration. J. Elect. Gaming Esports 1.

[Link]

D.C. Funk et al. [Link]

Sport Management Review (2018)Janet S. Mariano &Socorro Gigi V. CordovaPages

2077-2086 | Received 05 Dec 2021, Accepted 11 Oct 2022, Published online: 22 Oct

2022/ [Link]

Ahola Kohut S., LeBlanc C., O'Leary K., McPherson A. C., McCarthy E., Nguyen C., et al.

(2018). The internet as a source of support for youth with chronic conditions: a

27
qualitative study. Child Care Health Dev. 44, 212–220. 10.1111/cch.12535 [DOI]

[PubMed] [Google Scholar]

Appendix A

Letter of Request to conduct the Study

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29
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To the respondents, the Questionnaire is an instrument to utilize Acceptability of E-gaming and
Sports Club. May we ask your participation by answering all questions honestly. Rest assured
that the information you will provide is treated with strict confidentiality
Thank you, God bless!

SURVEY QUESTIONNAIRE

Part I. Profile Info Questionnaire


Name: (Optional)
______________________________________________________________________________
Directions: Please check the item that corresponds to your profile.

1. Age:

18 y/o below 26 - 30 y/o

19 – 25 y/o 31 y/o above

31
2. Sex:

Male Female

3. Course: ______________________________

4. Year Level: __________

Part II. Survey Questionnaire in E-Gaming


Acceptability of E- Game Activities acceptable by the respondents
Instructions: Please put a check (✔) that corresponds to your E-gaming activities.

Call of Duty

Mobile Legends

Lol Wild Rift

Pubg Mobile

Others: _______________

Part III: Acceptability of Physical Activities acceptable by the respondents

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Instructions: Please put a check (✔) that corresponds to your Physical Activity.

Basketball

Volleyball

Table Tennis

Badminton

Others: _______________

Curriculum Vitae

Personal information

Name: Sacayan, Johncarl P.

Address: Embarcadero Mangaldan, Pangasinan

Date of Birth: November 24, 2001

Age: 23

Civil Status: Single

Father’s Name: Francisco Sacayan

Mother’s Name: Pricila Sacayan

Citizenship: Filipino

Religion: Roman Catholic

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Dialects Spoken: Tagalog, Pangasinan

EDUCATIONAL BACKGROUND:

Name of School Year Graduated

Tertiary: Metro Dagupan Colleges

Secondary: San Jacinto National High School (Batch 2020 Graduate)

Primary: Embarcadero Elementary School (Batch 2014 Graduate)

Curriculum Vitae

Personal information

Name: Ocomen, Alexander G

Address: Palua Mangaldan, Pangasinan

Date of Birth: October 2, 2000

Age: 24

Civil Status: Single

Father’s Name: Susana Ocomen

Mother’s Name: Roger Ocomen

Citizenship: Filipino

Religion: Roman Catholic

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Dialects Spoken: Tagalog, Pangasinan

EDUCATIONAL BACKGROUND:

Name of School Year Graduated

Tertiary: Metro Dagupan Colleges

Secondary: Mangaldan National High School (Batch 2007–2011 Graduate)

Primary: Embarcadero Elementary School (Batch 2019 Graduate)

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