Esports Club Development in Schools
Esports Club Development in Schools
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
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
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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
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.
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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
esports athletes. We will identify and discuss what constraints look like in esports, the role of
genres. As esports is technology-heavy in nature and generally sedentary, the use of eye-tracking
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
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,
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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.
FOREIGN
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,
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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.
Ferkins Shannon Kerwin, Daniel Lock, Sally Shaw, Pamela Wicker. The rise of eSport has
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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
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
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also show that student respondents realize the importance of E-sports in developing soft 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
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
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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
Input
Figure 1. Research
Paradigm Input
• 1. Demographic profile Process
of the students: Output
a. E-gaming
b. sports club
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
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Statement of the Problem
Generally, this study aimed to determine the Acceptability of E-gaming and Sports Club
•Age: _____
•Sex: _____
•Course: _____
• College of Criminology
• High School
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• College of Criminology
• High School
4. What E-gaming and sports activities can be proposed to be implemented by sports club of
Research Hypothesis
It is hypothesized that e-gaming can be proposed under sports club that can be diverse to
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
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programs that align with the school's mission and values. Furthermore, it highlights the
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
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
E-gaming: A game that uses electronics to create an interactive system with which a player can
play.
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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
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.
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
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
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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
However, the study also has its delimitations. It does not measure the actual impact of E-
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-
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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.
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
Sources of 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
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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
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
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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
Pangasinan and focused on 180 total respondents. The respondents were randomly selected from
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-
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
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
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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
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CHAPTER 3
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
Pangasinan wherein there were 180 total respondents. The respondents were randomly selected
from the High School Department, College of Criminology, College of Business Administration
The data collected from the survey questionnaire of the respondents were analyzed and
Table I - A
Demographic Profile of the Respondents in Terms of Age
N=180
18 63 35.00%
26-30 4 2.22%
18
31 0 0.00%
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
35.00% of the total. This suggests a significant number of respondents are at the threshold of
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
TABLE I - B
Demographic Profile of the Respondents in Terms of Sex
N=180
MALE 88 49.00%
FEMALE 92 51.00%
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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
TABLE II - A
Acceptability of E-game by the Respondents
N=180
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
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game. This strong majority highlights Mobile Legends as the most dominant and popular e-game
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.
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
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
TABLE II - B
Acceptability of Physical Activities Acceptable by the Respondents
N=180
VOLLEYBALL 56 31.11%
BASKETBALL 51 28.33%
BADMINTON 38 21.11%
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OTHERS 10 5.56%
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.
widely favored sport. The small difference between volleyball and basketball preferences reflects
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
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
alternative physical activities not listed in the main options—these could include sports like
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CHAPTER 4
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
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
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(28.33%), Badminton (21.11%), and Table Tennis (13.89%). A small percentage (5.56%)
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
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
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
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-
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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
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
Create a recognized student organization that caters to both e-gamers and athletes,
Organize scheduled tournaments, both online (e.g., Mobile Legends, Call of Duty) and
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on-campus sports competitions (e.g., Volleyball, Basketball), to encourage consistent
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.
Integrate values education and time management seminars into the club’s initiatives to
encourage healthy gaming habits and positive behavior both online and offline.
Align the club’s goals with the institution’s student development programs to support
Invite experienced players, coaches, and alumni to conduct training sessions that enhance
Collaborate with local gaming hubs, sports groups, and potential sponsors to expand the
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References:
Extracurricular Participation and Student Engagement. National Center for Education Statistics,
schools-good/
Abbott, C., Watson, M., and Birch, P. (2022). Perceptions of effective training practices in league
[Link]
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
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qualitative study. Child Care Health Dev. 44, 212–220. 10.1111/cch.12535 [DOI]
Appendix A
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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
1. Age:
31
2. Sex:
Male Female
3. Course: ______________________________
Call of Duty
Mobile Legends
Pubg Mobile
Others: _______________
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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
Age: 23
Citizenship: Filipino
33
Dialects Spoken: Tagalog, Pangasinan
EDUCATIONAL BACKGROUND:
Curriculum Vitae
Personal information
Age: 24
Citizenship: Filipino
34
Dialects Spoken: Tagalog, Pangasinan
EDUCATIONAL BACKGROUND:
35