LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 I COLLEGE OF ARTS, SCIENCES, AND EDUCATION The Relationship of the Number of Hours Playing Video Games Towards Aggression Among Selected College Students in a Private Catholic University A Thesis Paper Submitted in Partial Fulfillment of the Requirements for the Research 1 Psychology Oronan, Elleunoure Patricia Ramos, Drashey Mae Silayen, Cerylle Mae Simbulan, Angelito III Tolentino, Linda Marie December 2021 LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 II COLLEGE OF ARTS, SCIENCES, AND EDUCATION Approval Sheet This thesis entitled “The Relationship of the Number of Hours Playing Video Games Towards Aggression Among Selected College Students in a Private Catholic University” was prepared and submitted by Patricia Elleunoure Oronan, Drashey Mae Ramos, Cerylle Mae Silayen, Angelito Simbulan III, and Linda Marie Tolentino, has been approved and accepted as partial fulfillment of the requirements for the degree of Bachelor of Science major in Psychology. _________________________ JOYCE J. EUGENIO, Ph.D. Adviser PANEL OF EXAMINEES Approved by the Committee on Oral Examination with a grade of PASSED. _____________________________ MELANIE C. CAMARA, MAE-GC ________________________________ ALEXIS REDEL PANGILINAN, MPsy Accepted as partial fulfillment of the requirements for the degree in Bachelor of Science Major in Psychology _____________________________ OLIVIA P. ALMARIO, Ph.D. Dean, College of Arts, Sciences and Education LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 III COLLEGE OF ARTS, SCIENCES, AND EDUCATION Acknowledgment First and foremost, the researchers are thanking and praising God, the Almighty for His guidance throughout the research work and the strength He provided to the researchers to complete the study. The researchers would like to express the deepest gratitude to their research adviser, Dr. Joyce Eugenio Ph.D., who is the professor in charge and who made this research possible. She provided her utmost support and guidance throughout the whole process. Her efforts to give her spare time in her busy days to listen to the concerns of the researchers, and her wonderful insights and very motivating suggestions made this research push through. It was a privilege to work with such an amazing and wise professor. The researchers would like to extend heartfelt gratitude for her patience as she guided the researchers on how to deal with unexpected dilemmas. Also, the researchers are thankful to the wonderful and very supportive families who poured all the love, support, and care through providing the needs to finish this study. They were great instruments that encouraged the researchers to strive harder to accomplish the research to prepare for the future. The researchers are also filled with gratitude and appreciated the help of Professor Ruth R. Malabiga, RGC, RPm who helped us reach out to a statistician, which is Mr. Gerald R. Llanes, RPm who lent his helping hand and gave his time to check the most comprehensive and hardest part of the research, which allowed the researchers to provide accurate results. Of course, the researchers will not forget the department heads, for their support and consent to conduct the study, especially to Dean Dr. Joseph Espino, Dean Dr. Maria LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 IV COLLEGE OF ARTS, SCIENCES, AND EDUCATION Corazon D. Segismundo, CPA, FRIAcc, CLSSWB, Dean Dr. Jocelyn Hipona, Ph.D., Rn, Dean Dr. Fe Corazon C. Villanueva, Ph.D. and the beloved Dean of College of Arts, Sciences and Education, Dr. Olivia Almario, Ph.D. Also, the researchers would like to express their gratitude to the department governors who helped become the bridge to reach out to the students and respondents. They tirelessly helped the study by being active in updating and answering the concerns of the researchers. And lastly, the researchers are also forever grateful to the respondents who participated in the study. Without them and their cooperation, the study will not be able to proceed and finally get the results needed for the research. They have given their time and effort to join the meeting and were able to answer the survey. Thus, because of their cooperation and sincerity in helping the researchers finish the study, the research succeeded. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 V COLLEGE OF ARTS, SCIENCES, AND EDUCATION Abstract Video Games are exceedingly popular these past few years to adolescence and young adulthood. The enhancement and rapid growth of technology mean more people are subjected to video games. Most of the gamers' medium of playing is desktop computers and mobile phones (Palaus, et. at., 2017). This thesis was conducted to analyze the relationship of the number of hours playing video games towards aggression among selected college students in a private Catholic university, particularly the second year and fourth year college students who play video games, specifically, Valorant and Call of Duty: Mobile. The study revealed that there are more males than females who play the above-mentioned games. It also showed that the majority of the respondents play these games for 3- 4 hours a day. Using the Buss-Perry Aggression Questionnaire, showed that all the respondents have Low Aggressive Behavior, with a total mean score of 35.32. The Cronbach’s Alpha value is 0.925 which means that the reliability of the test shows that the overall score has an excellent internal consistency of every item in the instrument. In this research, it stated that the analyzed gathered data by the researchers showed no correlation between the number of hours playing video games and aggression with r=0.068 in a 0.05 significance level. If the gamers who participated in the study are exposed to violence virtually for a long time, it does not affect the level of aggressive behavior of the respondents. Keywords: video games, aggression, violence LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 VI COLLEGE OF ARTS, SCIENCES, AND EDUCATION TABLE OF CONTENTS Page Acknowledgement …………………………………………………………… Abstract ……………………………………………………………………… List of Tables ………………………………………………………………… List of Figures ………………………………………………………………... List of Appendices …………………………………………………………… III V VII IX Chapter 1: The Problem and Its Background Introduction …………………………………………………………... Review of Related Studies ……………………………………………. Significance of the Study …………………………………………….. Theoretical/Conceptual Framework ………………….………………. Statement of the Problem …………………………………………….. Hypothesis of the Study ……………………………………………… Definition of Terms …………………………………………………... Scope and Delimitation of the Study………..………….……………... Chapter 2: 1 2 29 31 33 34 35 37 Methodology of the Study Methods and Techniques Used ………………………………………. Locale of the Study …………………………………………………… Respondents of the Study……………………………………………... Instruments of the Study………………………………………………. Data Gathering Procedure………………………………..…………… Data Processing and Statistical Treatment………...………………….. Ethical Considerations ………………………………………………... 39 41 42 43 44 45 47 Chapter 3: Presentation, Analysis, and Interpretation of Data Likert Scale Interpretation for Buss-Perry Aggression Questionnaire.. Range and Verbal Interpretation of the Scores for Buss-Perry Aggression Questionnaire……………………………………………. Correlation Coefficient Interpretation………………………………… Demographic Distribution of the Respondents ………………………. Mean and Interpretation of the Test Scores of the Respondents……… Correlation of the Number of Hours Playing and Aggression ……….. 49 50 50 51 52 53 LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 VII COLLEGE OF ARTS, SCIENCES, AND EDUCATION Chapter 4: Summary of Findings, Conclusions and Recommendations Summary of Findings ………………………………………………….. Conclusions …………………………………………………………….. Recommendations ……………………………………………………… References ……………………………………………………………………... Appendices ……………………….……………………………………………. Curriculum Vitae ……………………………………………………………… LIST OF TABLES 54 56 57 LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 VIII COLLEGE OF ARTS, SCIENCES, AND EDUCATION Page I. Total Number of Population Using Slovin’s Formula……………... 24 II. Likert Scale Interpretation for McVay’s Revised Readiness for Online Learning Questionnaire…………………………………...... 29 III. Likert Scale Interpretation for Academic Procrastination Questionnaire………………………………………………………. 29 IV. Mean and Standard Deviation of Readiness for Online Learning…. 32 V. Mean and Standard Deviation of Academic Procrastination ……… 33 VI. Correlation Coefficient of Online Learning Readiness and Academic Procrastination …………………………………………………….. 33 VII. Mean Scores of the Demographic Profiles of the Respondents……. 60 VIII. Mean Scores of McVay’s Revised Readiness for Online Learning Questionnaire ……………………………………………………… 62 IX. Mean Scores of Lay’s General Procrastination Scale Questionnaire…………………………………………………...….. 64 LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 IX COLLEGE OF ARTS, SCIENCES, AND EDUCATION LIST OF FIGURES Page I. Conceptual Model of the Study ……………………….…………... 19 II. Formula for Mean………………………………………………...... 27 III. Formula for Weighted Mean………………………………………. 27 IV. Formula for Standard Deviation ………………………………..…. 27 V. Formula for Pearson’s Correlation Coefficient……………….…… 28 LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 X COLLEGE OF ARTS, SCIENCES, AND EDUCATION LIST OF APPENDICES Page I. Letter of Consent Addressed to the Respondents ….…….………... 49 II. Letter of Permission to Conduct Research……………………........ 50 III. Instruments of the Study……………………………...……………. 55 LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 XI COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 1 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Chapter 1 The Problem and its Background Introduction “Fortunately, most human behavior is learned observationally through modeling others.” – Albert Bandura Video Games are exceedingly popular these past few years to adolescence and young adulthood. The enhancement and rapid growth of technology mean more people are subjected to video games. Most of the gamers' medium of playing is desktop computers and mobile phones (Palaus, et. at., 2017). “Some people might say that you ‘are what you eat.’ When it comes to the influences that impact your personality, it would be more accurate to say that you ‘are what you think.’ according to Keith Miller (2021). Video games are increasingly famous to gamers nowadays. It is said to increase an individual’s concentration and focus and desensitize people from their fear of societal violence. However, some studies have shown that playing video games increases aggressive behavior. Albert Bandura’s Social Learning Theory is based on what the individual observes, and the primary role is modeling in the process. Bandura’s theory goes beyond behavioral theories that indicate all behaviors are learned through cognitive theories and conditioning that is affecting the psychological influences such as attention and memory. Moreover, Bandura’s theory suggests that direct reinforcement could not account for all types of learning. His theory included a social element, arguing that by watching other LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 2 COLLEGE OF ARTS, SCIENCES, AND EDUCATION people can be retrieved as new information, this type of learning can be useful in a vast variety of behaviors such as those often described by other learning theories (Cherry, 2019). In 2015, the American Psychological Association (APA) issued a statement that says, “there is a clear link between aggression and video game violence.” Repeated exposure in games has shown an increase in aggressive behavior, physiological arousal, and has decreased in terms of prosocial behavior. On the other hand, the positive effects of playing video games are slowly being explored by researchers. This study aims to know the relationship of the number of hours playing video games towards aggression among selected second-year and fourth-year college students. Review of Related Literature This section presents related literature and studies that will provide insights into the problem. The foreign and local literature and studies that were gathered about this study give direction on the conduct of the research and it will be presented in the thematic format for clarity purposes. Video gaming is an amazingly mainstream recreation time movement within excess of two billion clients around the world. (Braun, et. al., 2019) Video games are sports, but the athlete or player does not exert too much physical movement but rather mentally and this sport takes place on a computer or any gadget that can use the internet. Some video games depict the rough replications of everyday life including what people do for a living. In addition, various video games were made unique to experience the LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 3 COLLEGE OF ARTS, SCIENCES, AND EDUCATION artistic expression of the virtual world and some categories like video games were made to experience killing, shooting, sexual assault, and vent out anger. Aggression refers to a behavior that can result in both physical and psychological harm to oneself, objects, or things in an environment. This type of behavior involves harming another person using physical or mental means. (Cherry, 2020). Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads. Previous studies involving the effects of games mainly focused on adolescence, a stage period where environmental factors, such as peers, were found to play an important role in an individual. On the other hand, only a handful of studies were able to explore the degree of the impact of peer relationships on the effects of violent video games on adolescents. The research aimed to determine if individuals’ aggression can be assumed or predicted based on their exposure to violent games. The participants of the study are students in 7th to 10th grade coming from a school in the Netherlands. The longitudinal research will simultaneously follow and study the individuals and their friends’ aggression after a year. The research study had a total number of 705 adolescents that play video games. Using reciprocated best friend nominations, the researchers were able to determine the 141 dyadic friendships among the participants. The utilization of Actor-Partner Interdependence Models revealed that violent video games can predict the aggression of the individual’s best friend a year later, and this particular results from the male participants. And the effect showed that the effect of violent games is the same for adolescents who play games alone or with a friend. It was concluded in the study that LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 4 COLLEGE OF ARTS, SCIENCES, AND EDUCATION males are more exposed to violent video games and are more likely to manifest aggressive behaviors than females. (Burk et al., 2018) From the couch to the sports field: The longitudinal associations between sports video game play, self-esteem, and involvement in sports. According to Adachi and Willoughby in 2015, research studies involving video games would often explore the negative effects it contributes to a person’s life making it hard to see the other side of playing video games. One of the most researched topics related to video games is aggression, with countless studies all over the world. Nevertheless, it can be observed in recent years that researchers are gradually discovering the other side of the coin, the positive effects of video games. It is undeniable that the positive outcome real-life sports can provide to athletes could also be applied in the case of gamers playing sports video game play, especially among adolescents. With the continuous growth of sports attrition among teenagers, it is a challenge to know the causes or reasons that could push adolescents to participate and join such activities. Finding out the potential bidirectional relationship between sports video game play and involvement in sports was the main aim of the research. A total number of 1492 adolescents participated in the study wherein they were studied for 4 years to achieve full-blown longitudinal research. Interestingly, it also explored the possibility of selfesteem to be a predictive effect of playing video games. The results revealed that there is a bidirectional association between the two variables, wherein adolescents who play sports video games have a high possibility of getting involved in real-life sports activities in the coming years, and those who play sports often are more likely to play sports video games compared to those who rarely play real-life sports. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 5 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Finally, through this research, the positive effects of playing sports video games on self-esteem were backed up with evidence to support the unpopular opinion about the potential positive effects of sports video game play. It was suggested that despite the numerous findings against video games, it can still be an instrument to enhance the selfesteem of adolescents and increase their participation in sports. (Adachi & Willoughby, 2015) Relationships Among Violent and Non-Violent Video Games, Anxiety, SelfEsteem, and Aggression in Female and Male Gamers. Research conducted by Cabras, Cubadda, and Sechi (2019) highlighted the differences in social behavior such as selfesteem, aggression, and anxiety levels among the gamers of violent and non-violent games and its relationship to gender and age. 851 gamers aged 18 to 45 years (61% = men and 39% = women) were utilized for this survey-based research. Rosenberg’s SelfEsteem Scale, State Anxiety Inventory (STAI- S), and Buss Perry Aggression Questionnaire (BPAQ) was used to assess and measure the social behavior of the gamers. In addition, the demographic profile of the respondents was also in the questionnaire. The findings showed substantial differences between men and women. Moreover, considering the number of studies proving a positive relationship between exposure to violent games and the level of aggression, the findings indicated that preference for violent games over non-violent games is not a cause of increased self-esteem, aggression, and anxiety. Testing Ratings of Violent Video Games: How Well do They Measure Up. The aim of this cross-sectional and experimental research conducted by Katherine Elizabeth Center (2015) was to examine, first, the different operationalizations of the previous researchers and experts in measuring and scoring aggression associated with LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 6 COLLEGE OF ARTS, SCIENCES, AND EDUCATION what measures individual personality. Second, to see if age is related to one’s perception of violent video games. Third, time is to be measured to see if too little and too much exposure to playing violent video games add up to aggressiveness. It was hypothesized that in a group of gamers, there would be a significant relationship between the age, time, and rating towards violence in video games and aggressiveness. 4,746 are the total participants of the study, ages 8 to 17 (385 = girls and 600 = boys) a total of 1,175 children and ages 18 to 52 (1,729 = women and 1,685 = men) a total of 3,525. The General Aggression Model was used to demonstrate how the factors in the current situation affect cognition, feelings, and arousal which influences the decisionmaking and processes that would result in aggressive and nonaggressive behavior. The research data were extracted from the instruments with the help of the Buss Perry Aggression Questionnaire, the Narcissistic Personality Inventory, the Attitudes Toward Violence Scale, the Dissipation Rumination Scale, and the National Youth Survey. The result of the study showed that self-rating to video game violence is valid as a measurement technique and it exposed how violent the gamer was. The findings also show that children and adults have the same perception towards violent video games. Moreover, the time scale exposure in playing violent video games does not lead to violence. In addition, personal violence rating is legitimate, in-expensive but a fast way to measure violence in video games. Correlation between Violent Games and Aggressive Behaviors in Adolescents. The goal is to concentrate any connections between savage PC games, time spent playing video games, and forceful practices in youths. The group of respondents utilized for the examination was made of middle school understudies and senior LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 7 COLLEGE OF ARTS, SCIENCES, AND EDUCATION secondary school understudies matured 12 to 19. The 400 examples selected for the examination were the two guys and females. The instruments utilized in the information assortment were made from the accompanying: 1) Socio-segment Data Questionnaire and 2) Aggressive conduct Measurement Scale. Information was broken down utilizing graphic insights. As per the discoveries, the examples playing brutal games were found to score a higher mean on forceful conduct and individual forceful practices than the examples who played peaceful games. Also, vicious games and time spent playing computer games were discovered to be decidedly connected with forceful practices in teenagers, with factual importance .01 (r = .952, r = .542, p < 0.01 individually). As of now, PC games are viewed as amusement media that are acquiring prominence. Also, since the world is venturing into the advanced age, PC games are the thing teenagers are searching for. Once in contact with PC games, nonetheless, young people will get dependent and think that it's hard to stop. In addition, some PC games meet the standards for inappropriateness in territories like game construction, game idea, a technique for play, or practices of game characters that are communicated as animosity. All things considered; such games are at present acquiring prominence (Charoenwanit, 2015). The Association Between Video Gaming and Psychological Functioning. Video gaming is an amazingly mainstream recreation time movement within excess of two billion clients around the world. Be that as it may, the media just as experts have underscored the expected risks of over-the-top video gaming. With the current exploration, the researchers intended to reveal insight into the connection between video LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 8 COLLEGE OF ARTS, SCIENCES, AND EDUCATION gaming and gamers' mental functioning. Surveys on character and mental well-being just as video gaming propensities were managed to 2,734 people (2,377 male, 357 female, Mage = 23.06, SDage = 5.91). Results uncovered a medium-sized negative relationship between dangerous video gaming and mental functioning concerning mental side effects, affective, adapting, and confidence. In addition, gamers' explanations behind playing and their favored game kinds were differentially identified with mental functioning with the most prominent discoveries for interruption persuaded players just as activity game players. Future investigations are expected to analyze whether these mental well-being chances mirror the causes or results of video gaming. Video gaming is a famous recreation movement among grown-ups. The measure of time spent playing computer games has expanded consistently, from 5.1 h/week in 2011 to 6.5 h/week in 2017. Video gaming is referred to as having a few advantages like improving center, performing various tasks, and working memory, yet it might likewise accompany costs when it is utilized vigorously. By spending a prevalent piece of the day gaming, inordinate video gamers are in danger of showing lower instruction and professional achievement, issues with companions, and lower social abilities. From one perspective, computer game use is far-reaching, and it might accompany certain antecedents just as outcomes. Then again, little is thought about the relations between different video gaming propensities and mental working. This examination intends to reveal insight into these significant relations utilizing an enormous example. A computer game is characterized as a game that gamers play because of a varying media contraption, and which can be founded on a story. Over the most recent couple of years, the measure of logical examination committed to video game playing has LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 9 COLLEGE OF ARTS, SCIENCES, AND EDUCATION expanded. Most logical investigations around there of exploration have zeroed in on the degree of video ongoing interaction and its assorted corresponds. While a few analysts have underlined the advantages of game playing and surprisingly recommended a remedial utilization of computer games, others have been interested in its likely perils (Braun, et. al., 2019). Men's Harassment Behavior in Online Video Games: Personality Traits and Game Factor. There are various games online nowadays that allow players or gamers to interact with each other anonymously all over the world. Unwanted behavior is prevalent when it comes to online gaming, as expected. It is no secret and pretty obvious that it is rampant nowadays. Online harassment is a huge problem that is widespread in the community of gamers. In this study, researchers wanted to see if personality characteristics have a relationship with game-related variables and if they could predict two forms of online violence in video games: general harassment and sexual harassment. Moreover, the researcher conducted an anonymous online survey of men who play online video games. Higher levels of sexual assault and general harassment in online games were predicted by social superiority orientation and aggressive sexism. Additional predictors of general abuse included game participation and weekly gaming hours. The impact of online social violence and online sexual assault on online gaming are explored. In computer-mediated communication contexts, we also extend our results to a wider view of online abuse, cyber violence, cyberbullying, and other types of online hostility. (Fox and Tang, 2016) LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 10 COLLEGE OF ARTS, SCIENCES, AND EDUCATION The Longitudinal Association Between Competitive Video Game Play and Aggression Among Adolescents and Young Adults. The relationship between competitive video game play and violence in young adults and adolescents was studied over time. Data from a four-year longitudinal study of teenagers (N = 1,492; Mage = 13 years) was reanalyzed and young adults (N = 1,132; Mage = 19 years) were assessed annually for four years about their video game play and violence. The findings revealed a long-term connection between violent behavior and competitive video game play in both age groups. Furthermore, competitive video game play predicted higher levels of aggressive affect over time, which predicted higher levels of aggressive behavior over time, meaning that aggressive affect was a mechanism underlying this relation. These results emphasized the importance of looking at competitive aspects of video game play to see if they can predict violence over time. (Adachi and Willoughby, 2016) A Cross-Generational Study of Video Gaming: Players’ Cultural Models, Felt Stigma, and Subjective Well-Being. Video game players are frequently stereotyped as being lazy, unhealthy, immature, addicts, and other negative characteristics. In this thesis, the researcher considers how conflicting cultural understandings may influence such stigmatization, thereby influencing the subjective well-being of video game players from various age and generational groups. The researcher investigates how cognitive anthropological theories and methods can inform sociological ideas about how stigma and labeling may emerge because of generational differences in cultural norms and values. The concept is based on cognitive anthropological concepts of shared and socially transmitted models of individuals' perception of reality or, for example, cultural models. The researcher also investigated cultural consensus to better understand culturally LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 11 COLLEGE OF ARTS, SCIENCES, AND EDUCATION accepted thoughts and behaviors, as well as cultural consonance to investigate how low cultural consensus may manifest itself. The social stigmatization of video game players has an impact on their sense of well-being. From this vantage point of view, it was observed that video game players do not behave under culturally accepted norms. Playing video games can result in a low level of cultural consonance and stigmatization as a deviant. The researcher discussed how popular media influences cultural models surrounding video gaming, as well as common misconceptions about video game players in general. Furthermore, the researcher demonstrates how not being congruent with mainstream understandings or models of the good life may result in what are typical signs of addiction. (Smarr-Foster, 2017) Priming and Negative Priming in Violent Video Games. This is a dissertation on priming and negative priming in video games. Priming in this context refers to an effect in which processing one concept facilitates reactions to related concepts. Negative priming, on the other hand, is an effect in which ignoring one concept makes reactions to related concepts more difficult. According to the General Aggression Model (GAM), the depiction of aggression in Violent Video Games results in the priming of aggressionrelated concepts. According to the General Aggression Model (GAM), the depiction of aggression in Violent Video Games results in the priming of aggression-related concepts. Numerous studies appeared to confirm the existence of this relationship. Recent research, however, suggests that these findings could be the result of confounding. Experiments in the violent video games literature frequently use various commercially available video games as different experimental conditions. The observed priming effects may be due to LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 12 COLLEGE OF ARTS, SCIENCES, AND EDUCATION uncontrolled variation in gameplay between these games, rather than the presence of aggression-related content. Furthermore, processing one concept facilitates reactions to related concepts. Negative priming, on the other hand, is an effect in which ignoring one concept makes reactions to related concepts more difficult. According to the General Aggression Model (GAM), the depiction of aggression in Violent Video Games results in the priming of aggression-related concepts. Numerous studies appeared to confirm the existence of this relationship. Recent research, however, suggests that these findings could be the result of confounding. Experiments in the violent video games literature frequently use various commercially available video games as different experimental conditions. The observed priming effects may be due to uncontrolled variation in gameplay between these games, rather than the presence of aggression-related content. Furthermore, contrary to the notion that players of violent video games must necessarily process in-game concepts, some theorists argue that players, instead, ignore in-game concepts. (Zendle and David, 2016) The research suggests that in Violent Video Games, negative priming rather than priming may occur. When known confounds are controlled, the first series of experiments reported in this thesis showed that priming does not occur in video games. These findings also imply that negative priming may occur in these situations. The games used in these experiments, however, were not as realistic as many video games on the market today. This raises the possibility that these findings will not be widely applicable. As a result, the researcher conducted three additional experiments. Various types of violent video games realism were manipulated in the experiments, and the effects of this realism on priming were measured. The experiments suggested that increased realism in violent LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 13 COLLEGE OF ARTS, SCIENCES, AND EDUCATION video games does not. The research suggests that in Violent Video Games, negative priming rather than priming may occur. When known confounds are controlled, the first series of experiments reported in this thesis showed that priming does not occur in video games. These findings also imply that negative priming may occur in these situations. The games used in these experiments, however, were not as realistic as many video games on the market today. This raises the possibility that these findings will not be widely applicable. As a result, the researcher conducted three additional experiments. Various types of violent video games realism were manipulated in the experiments, and the effects of this realism on priming were measured. The experiments suggested that increased realism in violent video games does not result in increased priming of aggression-related concepts, and thus the effects described should be generalizable to a wide range of games regardless of their level of realism. (Zendle and David, 2016) Violent Video Games and Social Behavior. There is widespread public and scientific concern about violent content in interactive video games. There is some evidence, based on decades of experimental research, that violent content in the media can influence people to behave in predictable, anti-social ways. These are examples that increase hostile attributions, aggressive cognitions, and aggressive behavior. However, there has been relatively a handful of research on how violent media affects prosocial behavior for example helping behavior. As a result, the researcher investigated and hypothesized, to what extent violent video games can promote antisocial behavior and reduce prosocial behavior in the same way. The study is based on current theories of LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 14 COLLEGE OF ARTS, SCIENCES, AND EDUCATION aggression and draws on the literature on social priming, economic games, and dehumanization. Recent studies discovered that violent video games do not affect prosocial behavior. Using a traditional media exposure paradigm, the researcher attempted to demonstrate a violent video game effect. Recent studies discovered that violent video games do not affect prosocial behavior. Using a traditional media exposure paradigm, the researcher attempted to demonstrate a violent video game effect. And report on the role of context in these paradigms and the impact that context has on behavior evaluations. Finally, the researcher presented a direct replication attempt of previous research suggesting that video game content can influence prosocial behavior. The researcher tested the hypothesis that increasing the level of violence has an incremental effect on social behavior. In the study, the impact of games with varying levels of violent content (non- violent, violent, and ultra-violent) on prosocial behavior was investigated. This experiment was conducted in several ways: (1) the researcher strengthened the violent content manipulation; (2) the researcher used multiple measures of prosocial behavior; and (3) the researcher recruited a larger sample. In the experiment, the researcher investigated whether participants' behavior could be influenced by violent video games if they were in a hostile cognitive state. The researcher combined violent video game play with a hostile semantic prime to see if participants were more or less likely to assist others. (Tear, 2017) The findings of these experiments suggest that the effect of violent video games on prosocial behavior is minor and that public concern should be minimal. Unfortunately, these findings contradict the majority of popular media theories' consequences. However, LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 15 COLLEGE OF ARTS, SCIENCES, AND EDUCATION one major issue with prevalent media effects theories is that they assume a content-driven view of media influence: that is, that media affects users in predictable ways. What appears to be more likely is that, while media can influence behavior, users can also influence behavior and are active participants in shaping their media experience. A userdriven view of media influence would investigate motivations for using media (violent or not), the social benefits of gaming with others (via violent media or not), and the satisfaction of needs for competence and knowledge. Self-reliance (via skill development in violent games or not). (Tear, 2017) Violent Video Games and Aggression: Stimulation or Catharsis or Both. Research between video games and aggression is continuously controversial according to Chol, Kim, and Lee (2021). The quantitative research aimed to determine the following: first, if there is a relationship between Violent Video Games and Aggression, and second, if playing violent video games continuously would lower both verbal and physical aggression. The researcher used Dynamic Fixed-Effects and Eight-Wave Panel Data gathered from 662 South Korean adolescents. The result of the study was that playing violent video games continuously has lowered both verbal and physical aggression and violent video game playing did not significantly affect hostility and anger. Does playing violent video games cause aggression: A longitudinal intervention study. It is a boundless worry that brutal computer games advance hostility, diminish support of social conduct, increment impulsivity, and meddle with cognizance just as a mindset in its players. Past test contemplates have focused on momentary impacts of vicious video ongoing interaction on hostility, yet there are motivations to accept that these impacts are generally the aftereffect of preparing. Conversely, the LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 16 COLLEGE OF ARTS, SCIENCES, AND EDUCATION current examination is the first to research the impacts of long-haul rough video interactivity utilizing a huge battery of tests spreading over surveys, conduct proportions of hostility, misogynist perspectives, compassion, and relational skills, impulsivityrelated builds, (for example, sensation chasing, fatigue inclination, hazard taking, delay limiting), emotional well-being (depressive, uneasiness) just as chief control capacities, when 2 months of interactivity. Our members played the brutal computer game Grand Theft Auto V, the peaceful computer game The Sims 3, or no game at all for a very long time consistently. No critical changes were noticed, neither one of them when looking at the gathering playing a fierce computer game to a gathering playing a peaceful game, nor to an aloof benchmark group. Likewise, no impacts were seen among pattern and post-test straightforwardly after the intercession, nor among benchmark and a subsequent evaluation 2 months after the mediation time frame had finished. The current outcomes accordingly give solid proof against the much of the time discussed negative impacts of playing fierce computer games in grown-ups and will in this manner help to impart a more reasonable logical point of view on the impacts of savage video gaming. (Kuhn, S., et. al., 2018) Aggressive Behavior in Online Games and Cyber victimization of Teenagers and Adolescents. The effect of online games on children's lives due to imposed violence and coercion is discussed in this article. The features of online gaming are illustrated, and figures based on surveys of Russian adolescents who have been victims of online violence are discussed. The study aims to look at the causes for cyber-victimization as well as psychological factors to come up with intervention and prevention strategies for LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 17 COLLEGE OF ARTS, SCIENCES, AND EDUCATION online abuse. The role of online games in the creation of teen violence is the subject of research. For evaluating various forms of aggression, tools study, questionnaires and surveys, acceptance of self and others scale (W. Fey), and Buss-Durkee inventory were used. The survey was conducted among 273 young boys and girls between the ages of 14 and 20 (schoolchildren and freshmen), uniformly representing all age ranges of both sexes and exploring adolescents' actions in the virtual space and network connectivity features. Several concepts for action, preventive program growth, and cyber victimization combating were established based on the review of resources. According to the results of our study, we can conclude that cyber victimization in online games is an urgent problem because today's teenagers and adolescents cannot survive without mobile phones, laptops, and computers, that is the reason they are vulnerable to intimidation, online threats, manipulation, and other kinds of aggression. (Makarova, 2019) Do Violent Video Games Lead to Violence? The shooter who killed 22 people at a Walmart in Texas made a passing reference to video game soldiers. Many politicians jumped to the conclusion that video games were to blame for this and other mass shootings. Nonetheless, it appears clear that the El Paso shooter was motivated primarily by ethnic hatred. Video games have spread widely around the world without causing other countries to reach the levels of violence that exist in this country. The Supreme Court has extended First Amendment protections to works of art, films, and video games that many people find offensive. Justice Samuel Alito wrote a concurring opinion in a Supreme Court decision issued in 2011. He wrote, obviously disgusted, that victims are LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 18 COLLEGE OF ARTS, SCIENCES, AND EDUCATION killed with every imaginable implement. Victims are dismembered, decapitated, disemboweled, burned, and chopped into small pieces. There are video games that allow players to re-enact the Columbine High School and Virginia Tech shootings. There is currently no hard evidence that such games result in mass murders. The late Justice Antonio Scalia ridiculed the idea that violent video games cause real-world violence. Most research studies have flaws in their methodology, he wrote. Professional societies have grappled with the problem. The American Medical Association's Council on Science and Public Health compared excessive video game use to gambling addiction in 2007. The Council urged the American Medical Association to include internet and video game addiction in the next edition of the Diagnostic and Statistical Manual of Mental Disorders. When the recommendations were put to a vote, however, delegates backed down. Internal schisms occurred within the APA. According to the official position of the association, the link between violent video game exposure and aggressive behavior is "one of the most studied." According to the American Psychological Association's division of media psychology and technology, there is "scant evidence" of a causal link between video games and violence. A paper published in a psychological journal investigated whether conflicting findings were the result of reporting practices. According to the study, violent video games do increase aggressive behavior in most situations. That conclusion was consistent with Benedict Carey and Kevin Draper's points of view. The National Center for Health Research discovered no evidence to support the notion that playing video games causes more lethal violence. According to the group, such studies are difficult to conduct and necessitate many children. According to experts, video game exposure is only one of LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 19 COLLEGE OF ARTS, SCIENCES, AND EDUCATION many risk factors for aggressive behavior and violence. Racism and ethnic prejudice. The authors argue that focusing on video games as the cause of mass shootings distracts from the urgent need to address more fundamental causes. (Boffey, P., 2019) Do Violent Video Games Trigger Aggression. Many studies have failed to discover a clear link between violent video game play and belligerent behavior. A new study published in the Proceedings of the National Academy of Sciences weighs the findings of more than a dozen studies. A meta-analysis found a link between violent video games and a small increase in physical aggression among adolescents and preteens. This new study attempted to navigate a minefield of contradictory research. Many studies link gaming to increased aggression, while others find no such link. Jay Hull, a social psychologist, has never been convinced by critics who dismiss alleged links between gaming and aggression. He and his colleagues created the new meta-analysis in response to these criticisms. To avoid some of the criticisms leveled at previous work, Hull and colleagues pooled data from 24 studies. They only included studies that looked at the relationship between. The study discovered that children who played violent video games became more aggressive over time. However, the researchers discovered that the behavioral changes were minor. Hull's findings are consistent with the American Psychological Association's 2015 literature review. According to the findings of the study, violent video games worsen aggressive behavior in older children, adolescents, and young adults. However, researchers who have been critical of the links between video games and violence argue that Hull's meta-analysis does not resolve the issue. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 20 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Ferguson claims that Hull's analysis of the extent to which video game use increases aggression is so small that it is essentially meaningless. The meta-analysis reported an effect size of 0.08 after statistically controlling for several other factors. Psychologist: In psychological research, effect sizes of less than 0.1 are "considered trivial." According to a study, violent video games are associated with a twofold increase in the likelihood of being sent to the principal's office for fighting. "Their sense of right and wrong is being warped," writes the study's author. White players appear to be more vulnerable to the games' alleged effects on behavior than Hispanic and Asian players. Hull suspects that the varying impact is related to how much children are influenced by American cultural norms. (Moyer, M., 2018) Relationship of Video Game Genres to Behaviors of Senior High School Students of Polytechnic University of the Philippines. The significant relationship between the preferred video game genres and the behavior of the respondents, particularly aggression, was analyzed through this research. It was explored whether aggression could be a predictive effect of playing video games such as those that contain violent acts like shooting and virtually fighting against other players. The researchers primarily focused on identifying the different types of video games that are mostly preferred by the participants, the year or age they started playing, and the overt behavior manifested by the respondents during and/or after playing video games. The research design used in this study was a descriptive method to gather the data. On the other hand, cluster sampling was used to land to the total number of 375 selected student participants coming from different grade levels and strands. Survey questionnaires were then utilized as the instrument of the study which was administered to the respondents. All the data LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 21 COLLEGE OF ARTS, SCIENCES, AND EDUCATION collected from the participating individuals were presented in a tabular form. The results of the study showed that there is a significant relationship between playing video games and behavior, particularly aggression. (Atanque et al., 2018) Road to Mythic: Conceptualization of Internet Gaming from the Lived Experiences of Symptomatic Filipino Youth. The researcher aimed to determine and perceive the lived experiences of Filipino College Students who were overly exposed to online gaming for a year or more. It was specified that the respondents were those with five or more symptoms of Internet Gaming Disorder (I.G.D.). The study’s findings showed the extremities of the effects of I.G.D. which also affects their personal lives. Through this research study, a well-established representation of the severe effects of dysregulated internet gaming behavior would be a gateway for future researchers especially mental health practitioners because they can provide better solutions and interventions that would help individuals diagnosed with I.G.D. Also, results showed that gamers get immersed in online gaming without them realizing the excessive time they give to playing video games. A few of the main reasons why gamers get engulfed in video gaming was the “achievements”, “rewards”, “inapt praises” and “recognition” they receive and experience in virtual reality. It was found out that participants are hooked on online gaming due to the fulfillment and success they are feeling in the game which they do not often experience or have not experienced yet in the real world. The respondents’ responses in the research were concluded to mirror their lack of self-esteem and motivation to participate and engage in actual activities in reallife settings. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 22 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Gamers believe that they are freer to do and become themselves when playing video games since no one is around to judge them compared to the physical world wherein there are a lot of possibilities that can happen, and this contributes to their selfesteem. Virtual realities like video games can aid the lack of self-esteem of the participants and to sustain it and to continue to increase their self-esteem and sense of belongingness, they tend to play video games for many hours in a day. (Reyes & Lopez, 2020) Online Gaming Affecting the Academic Responsibility of Bachelor of Science in Marine Engineering II at Cebu Technological University Daanbantayan Campus Daanbantayan, Cebu. In 2000, the cyber world emerged, and people began to be addicted to it, according to Casia, Conde, Cruz, and Gulbe (2016). The rise of the internet makes people fed with new views to be explored and these past few years the outcome of it makes every parent and teacher wary. The researchers aim to know if Online Gaming Affects the Academic Responsibility of Bachelor of Science in Marine Engineering II at Cebu Technological University Daanbantayan Campus Daanbantayan, Cebu. In addition, the researcher sought to answer the possible effects of the time spent on online gaming addiction on their academic performance, behavior, and what’s more addictive between online or offline games. A printed copy of the questionnaire was distributed to the 149 respondents. The results have shown that playing online games boosts self-esteem and yet the students are productive in terms of academic performance. In addition, online games are more addictive than offline games. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 23 COLLEGE OF ARTS, SCIENCES, AND EDUCATION The Level of Aggression among Players of Non-Violent and Violent Video Games. According to the research study that was conducted by Abella et. at., (2020), The General Aggression Model (GAM) shows the biological and environmental factors to develop aggressive behavior and was used to describe by what means violent video games influence a person’s aggressive behavior. The Frustration Aggression Theory and the Social Cognitive Theory were included in the model. Buss-Perry Aggression Questionnaire (BPAQ) was used to assess and measure the aggressive behavior of an individual gamer, respondent of the study. The findings have shown that the levels of aggression to the gamers of violent video games compared to non-violent video games are not significant. Risk Factors as Predictors of Time Spent in Online Games among Filipino Females. This exploration figured out which among the danger factors is related to the time spent playing web-based games among the respondents, and which among the related danger factors predicts time spent web-based gaming the most. The respondents that took part in this examination are females, play web-based games throughout the previous half-year, and live in BF Homes Parañaque City, Philippines. A complete number of 200 respondents were chosen using purposive examining. The outcomes showed that the respondents have low degrees of hostility and narcissism and normal degrees of confidence and life-fulfillment. Of all the four danger factors, narcissism is the solitary danger factor that altogether connects with time spent playing internet games among the respondents, having a moderate strength of affiliation, and it is the danger factor that fundamentally predicts time spent playing web-based games among the respondents the most. This investigation inferred that narcissism is a dangerous factor LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 24 COLLEGE OF ARTS, SCIENCES, AND EDUCATION among the respondents that can influence their time spent playing internet games. (Talabis, 2017) Online Gaming: Impact on the Academic Performance and Social Behavior of the Students in Polytechnic University of the Philippines Laboratory High School. This examination was directed to evaluate and discover the effect of online gaming on the scholastic execution and social conduct of the understudies in the Polytechnic University of the Philippines-Laboratory High School. Besides, this investigation looked for answers on the critical connection between playing online games and scholarly execution and to social conduct of the understudies. The investigation uncovered that young men are to a greater degree a player contrasted with young ladies who frequently mess around that require at least three players like League of Legends, Clash of Clans, Crossfire, and a lot more to specify. It is additionally expressed that the individuals who play web-based games are around 14-15 years of age and are accepted to be in the Grade 8 level. These understudies who regularly mess around have a normal week after week recompense of 101 pesos to 500 pesos. Playing web-based games doesn't influence their evaluations severely because they realize how to restrict themselves. They realize that they need to control themselves to work well in their group. That is the reason they just mess around during get-away and ends of the week with a great deal of time contrasted with when they have classes. Although they play internet games; they realize how to mingle well, and they can perform very well with regards to scholastic execution. Nonetheless, it is unavoidable not to play in any event, for 30 minutes particularly when they are familiar with it. Along these lines, it is simply an issue of order. (Castillo and Dumrique, 2017) LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 25 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Prevalence of Cyberbullying and Addiction in Mobile Gaming among Tertiary Students in one University in the Philippines: An Ethical Discussion in the lens of Consequentialism. The use of mobile gamification has been investigated to see how it can be used to increase student interest and motivation to learn. However, there is no doubt that the rising demand for mobile games has resulted in a variety of ethical concerns. Addiction and cyberbullying are two to the drawbacks of mobile gaming. Ethical issues such as mobile game addiction and cyberbullying should be addressed, as they obstruct routine individual activities, particularly among students in academic institutions. There have been few if any, studies conducted in the Philippines to determine the prevalence of ethical issues in mobile gaming, especially in the areas of mobile game addiction and cyberbullying. This study aims to use a quantitative approach to evaluate the prevalence of cyberbullying and addiction in the context of mobile gaming among students at one university in the Philippines. Current studies were used to find out how prevalent cyberbullying and addiction are. In addition, using a qualitative approach, a debate on consequentialism regarding the ethical problem in mobile gaming is discussed. The overall mean of the Game Addiction Test indicated that 36 (36%) of the (88) respondents are at risk for Mobile Game addiction, with six (6) being identified as mobile game addicts. The survey also revealed that the respondents use mobile games to alter their mood (the need to shift from a bad mood to a good mood). In the case of cyberbullying, there is no definitive proof that most respondents have experienced or initiated cyberbullying in mobile games. Nonetheless, some of the respondents have been victims of or perpetrators of cyberbullying. The paper concludes LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 26 COLLEGE OF ARTS, SCIENCES, AND EDUCATION with an ethical discussion of Consequentialism as well as guidelines. (Fabito and Yabut, 2018) Online Game Addiction and the Level of Depression Among Adolescents in Manila, Philippines. Online game addiction is recognized as a mental health disorder by the World Health Organization. Excessive online gaming is on the rise in the Philippines, where 29.9 million gamers have been registered. In addition, the prevalence of depression is rising in the world. The current correlational study looked at the connection between online gaming addiction and depression among Filipino teenagers. From August to November 2018, a paper-and-pencil self-administered questionnaire measuring depression and video game addiction was distributed. Video Game Addiction Test (VAT). (Cronbach's =0.91) item number 14 and Questionnaire-9 in the Patient Health (Cronbach's =0.88) were used to assess levels of online game addiction and depression, respectively. The relation between depression and online game addiction was investigated using multiple regression analyses. A total of 300 adolescents (59 percent males and 41 percent females) took part in the study. As shown by their high VAT ratings, 53 out of 300 respondents (12.0 percent males, 5.7 percent females) had high levels of online game addiction. 37 respondents (6.7 percent males, 5.7 percent females) had moderately severe depression, while 6 (2.0 percent) females had severe depression in this sample. In this study, online game addiction was found to be positively associated with depression (r=0.31; p0.001). Depression was found to be a predictor of online game addiction in a multiple regression study (Coefficient=0.0121; 95 percent CI-8.1924 - 0.0242; p=0.05). (Hajisaid, et. at., 2020) LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 27 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Triple Whammy: Violent Games and Violent Controllers: Investigating the Use of Realistic Gun Controllers on Perceptions of Realism, Immersion, and Outcome Aggression. Many research studies have proven the relationship between video games and aggression. Also, a lot of evidence-based articles had opened the topic of the effects of video game controllers to gamers, because of its potential to increase the engulfment and perceptions of realism. It means that it familiarizes gamers with the weapons used in their online games, thus, the tendency to imitate their action virtually and apply it to the real setting is highly possible. The researchers sought answers to questions involving the “weapons effect” wherein they used an experiment to test if it stemmed out from having the experience to use an imitation of guns in a first-person shooter video game. The results of the research revealed that cognitive aggression is positively impacted by using realistic gun controllers. The research findings also presented evidence that shows the harmful effects video games might give on people, especially those who are immersed in playing online games that involve realistic firearms. (McGloin et al., 2015) The purpose of this research review of related literature and studies was to view the trends and relationship between the number of hours playing video games and aggression within the past 6 years and see how the researcher’s writing has changed and is still changing. It is intended to help the reader to understand more about the relationship between the number of hours playing video games and aggression. Moreover, it is clear from the research reviewed that most of the studies about the number of hours playing video games and aggression have shown a significant relationship toward aggression. On the other hand, some studies showed no relationship LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 28 COLLEGE OF ARTS, SCIENCES, AND EDUCATION between the number of hours playing video games and aggression. Therefore, the researchers will further explore and study if there is a significant relationship between the number of hours playing video games and aggression. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 29 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Significance of the Study This research entitled The Relationship of the Number of Hours Playing Video Games Towards Aggression Among Selected Second Year and Fourth Year College Students in a Private Catholic University will be of great significance to the following: For the Government. This research will help the government, specifically the Philippine Amusement and Gaming Corporation (PAGCOR), to regulate policies relating to video games and their possible link to real-world violence. In this way, they may review and prohibit unrated games. For the Game Developers. This research will help game developers in reviewing the games they create before launching them, specifically, involving the relationship of the number of hours playing video games towards aggression because this study will become a great guide in evaluating the potential benefits or risks gamers may get from playing their video games. For the Mental Health Professional. This research will help mental health professionals identify factors that have relationships with social behaviors such as aggression in association with exposure to video games. This study may assist them in understanding the perspective of video gaming and determining the root cause of one's behavior. For the Commission on Higher Education. This research will help the Commission on Higher Education in strengthening the rules and regulations as well as creating school policies under their jurisdiction that are necessary for the growing community of gamers in every university. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 30 COLLEGE OF ARTS, SCIENCES, AND EDUCATION For School Administration. This research will help the school administration to create a school policy that can help their students minimize their usage of computers or play online games during school hours. For Student Affairs and Services. This research will help the student affairs and services learn another factor of students’ social behavior, particularly, aggression. For the Guidance and Counseling Office. This study will help the guidance and counseling in understanding the student’s social behavior as this research will study the relationship of the number of hours playing video games towards aggression. For Parents. This study will widen their knowledge about video games which will equip them well in guiding their children who play video games regularly as this research will examine the significant relationship between the number of hours playing video games and aggression. For Students. This research will be able to help the students learn more about the relationship between the number of hours playing video games towards aggressive behavior, which will help them evaluate their behavior and enhance their social skills For Gamers or Players. This study will help the gamers/players understand the different behaviors they may acquire in playing video games such as aggression. This research will help them become aware and responsible for their future actions. For Future Researchers. The findings of this study will serve as a good source of useful information for future researchers who are interested in studying the number of hours playing video games and its relationship to aggression. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 31 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Theoretical and Conceptual Framework The present study was anchored on the Social Learning Theory of Albert Bandura. It proposed that learning is not limited to having a direct experience with the actual situation or environment which was a different perspective from the behaviorists. He believed that through observation alone, one can learn and perform the behavior that the individual had watched or listened to. For instance, even if you have never played baseball in your life, you may know how to swing a baseball bat because of what you have seen on how other people do it. Bandura explained that “Fortunately, most human behavior is learned observationally through modeling: from observing others one forms an idea of how new behaviors are performed, and on later occasions, this coded information serves as a guide for action." This postulated three concepts that are believed to be the core of the Social Learning Theory. The first is observational learning. Second is the belief that the internal mental state of a person plays a big role in the process. Bandura argued that aside from external reinforcement that influences the learning and behavior of an individual, intrinsic reinforcement is also a factor in the process. The latter often provides pride, satisfaction, and self-accomplishment as a form of internal rewards. People are intrinsically motivated if they are engaging in activities that they were not forced to do but instead, find enjoyable, fun, captivating, interesting, etc. Observational learning was best represented by the Bobo doll experiment, which is very popular in the field of psychology. In this experiment, Bandura was able to show the effect of observational learning wherein the children were placed in a room to watch an adult acting aggressively towards the Bobo doll. After the observation, the children LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 32 COLLEGE OF ARTS, SCIENCES, AND EDUCATION were given the time to play with the Bobo doll and it was perceived that the violent actions they had watched were then manifested in their behavior towards the doll. It was concluded that aggressive actions can be imitated by an individual after they have watched, observed, or listened to something that shows violence. With this, many people started to worry about the effects of the presentation of violence on different kinds of media such as movies, television programs, online videos, and violent video games. However, SLT explains that although an individual learned something does not necessarily mean that it will change or manifest in their behavior. The researchers correlated the Bobo doll experiment to the present study involving the relationship of the number of hours playing video games towards aggression of the second year and fourth year college students in a private Catholic university. Independent Variable Number of Hours Playing Video games Dependent Variable Aggression Figure 1. Conceptual Paradigm of the Study This conceptual framework shows the independent and dependent variables of the study. It was presumed that the more hours a gamer spends playing video games, the higher would be the expected level of aggression. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 33 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Statement of the Problem This study aimed to determine and provide relevant answers involving the Relationship of the Number of Hours Playing Video Games towards Aggression Among Selected Second Year and Fourth Year College Students in a Private Catholic University. Specifically, the researchers sought answers to the following questions: 1. What is the profile of the respondents in terms of the following: 1.1. Age 1.2. Sex 1.3. College department 1.4. Video Game Preference 1.5. Number of Hours Playing 2. What is the level of aggression of the respondents? 3. Is there a significant relationship between the number of hours playing video games and aggression among selected second-year and fourth college students? 4. What are the psychological implications that may be drawn from the results of the study? LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 34 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Hypothesis of the Study Ho1: There is no significant relationship between the number of hours playing video games and aggression among selected second-year and fourth-year college students. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 35 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Definition of Terms For a better understanding of the study, the following terms are hereby operationally defined. Aggression - According to Buss (1961), physical aggression is defined as overcoming an organism or removing a barrier by using body parts or weapons to deliver noxious stimuli. Verbal aggression is defined as delivering noxious stimuli to another organism through vocal response, such as rejection and threat. Call of Duty: Mobile - According to Law in 2020, Call of Duty: Mobile, previously known as Call of Duty: Legend of Wars and Elite Squad, is a first-person shooter mobile game that was announced and released first by Alpha which was formerly available on Android devices only in Australia. The violent video game is rated by Pan European Gaming Information as PEGI-16 which means it is suitable for ages 16 and above. Valorant - Valorant is a free-to-play multiplayer tactical first-person hero shooter developed and published by Riot Games, for Microsoft Windows. It is a tactical shooting game involving two teams with 5 players in each team. Every player can sign in and play remotely from anywhere in the world. Every game has 25 rounds and the team that wins the first 13 of them wins the game. Players can choose their in-game characters called agents at the start of the game. Players can buy abilities and weapons at the start of the game. Valorant is a PEGI-16 FPS game according to Pan European Game Information, which means it is suitable for ages 16 and above. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 36 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Video Games - According to Newzoo (2017), video gaming is an extremely popular leisure-time activity with more than two billion users worldwide. According to Gentile et al., (2017), playing video games may activate the sympathetic nervous system and the fight-or-flight response, leading to an increase in the cortisol stress hormone. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 37 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Scope and Delimitation of the Study The researchers focused on the relationship of the number of hours playing video games towards aggression among second-year and fourth-year college students in a private Catholic university. The video games that were used are limited only to Valorant, and Call of Duty: Mobile. The two aforementioned video games are both first-person shooter games. These video games are considered violent as players use guns and other weapons to kill their enemies. It works in a first-person perspective enabling the gamer to see and experience the action game virtually in the eyes of the protagonist. Both are rated as PEGI-16 FPS games according to Pan European Game Information, which means it is suitable for ages 16 and above. A standardized questionnaire was the primary tool that was utilized in this research, particularly the Buss Perry Aggression Questionnaire It covered 69 respondents from the selected second-year and fourth-year college students in a private Catholic university. The researchers conducted the study in a Catholic university because of its distinctive education. This Catholic university provides a different learning approach to other universities because of its distinguishing characteristics. This study provided another perspective about the research topic because a Catholic university is Catholic in what it commemorates and celebrates, in what it condemns and criticizes. It is publicly Catholic without embarrassment and apology. Also one of the reasons why the researchers selected the Catholic university is because most of the related literature of this study was conducted on other different types of institutions, such as State Universities. In addition, it was selected to identify if many students from a Catholic university play video particularly violent games such as Valorant and Call of Duty: Mobile. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 38 COLLEGE OF ARTS, SCIENCES, AND EDUCATION The researchers focused on studying the relationship between the number of hours playing video games and the aggressive behavior of the participants. The study only covered the behavior of the students on Valorant, and Call of Duty: Mobile. The age of the respondents range from 19-22 years old, 18 respondents from the College of Arts, Sciences and Education (CASE), 6 from College of Applied Medical Professions (CAMP), 8 from the College of Business, Entrepreneurship and Accountancy (CBEA), 28 from College of Information Technology and Engineering (CITE), 9 from College of Tourism and Hospitality Management (CITHM) with a total number of 69 participants among the second year and fourth year college students in a private Catholic university in Bulacan. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 39 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Chapter 2 Methodology of the Study This chapter described the methodology of the research study, respondents, instruments used, data gathering procedure, and data processing and statistical treatment. In this study, procedures were used to determine the relationship of the number of hours playing video games towards aggression among second-year and fourth-year college students in a private Catholic university. Methods and Techniques Used The study utilized a quantitative research approach in studying and comprehending the relationship between the number of hours playing video games and aggression among second-year and fourth-year college students. Quantitative research focuses on collecting numerical data and generalizing it across groups of people or explaining a particular occurrence. The goal in organizing and carrying out this quantitative research study was to determine the relationship between the number of hours playing video games and social behaviors. Specifically, the descriptive correlational method of research was used in this study to examine the relationship of the number of hours playing video games towards aggression among second-year and fourth-year college students in a private Catholic university. Descriptive correlational studies describe the variables and the relationships that naturally occur between and among them. Correlational research methodically assesses a relationship between two variables without the researcher controlling either of them. It involves testing two variables to determine a statistically corresponding LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 40 COLLEGE OF ARTS, SCIENCES, AND EDUCATION relationship between them. The researchers conducted a survey which was the primary gathering method used in this study. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 41 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Locale of the Study The study was conducted in a private Catholic University in Bulacan. The private Catholic university is a co-educational basic and higher institution founded and managed by the Augustinian Sisters of Our Lady of Consolation (ASOLC). The university is PAASCU Accredited, ISO Certified, PACUCOA Accredited, Technical Education and Skills Development Authority, Autonomous by Commission Higher Education, and a Private Education Assistance Committee. The research was conducted among the second year and fourth year college students of the university coming from different departments: College of Arts, Sciences and Education (CASE), College of Applied Medical Professions (CAMP), College of Business, Entrepreneurship and Accountancy (CBEA), College of Information Technology and Engineering (CITE) and College of Tourism and Hospitality Management (CITHM). This study examined the relationship of the number of hours playing video games towards aggression. The research study was conducted online to the second-year and fourth-year college students from the aforementioned departments of the university due to the limitations brought by the COVID-19 pandemic. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 42 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Respondents of the Study The respondents of the study were 69 students coming from different college departments in a private Catholic university in Malolos City, Bulacan. The type of sampling that was used for the research is Simple Random Sampling, wherein a simple random sample is chosen in such a way that every set of individuals has an equal chance to be in the selected sample. The researchers used this sampling to avoid bias and other unwanted effects. Through the fishbowl method, the researchers randomly selected the respondents which are the second year and fourth year college student gamers who play Valorant, and/or Call of Duty: Mobile. The researchers wrote down the numbers 1-84 on slips of paper and folded them. Then, the researchers placed all the slips of paper in a bowl and drew random samples from it. The sampling helped the researchers identify the relationship between the number of hours playing video games towards aggression among the second year and fourth year college student gamers. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 43 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Instrument of the Study Self-survey questionnaires were provided to collect the demographic profile of the respondents such as their age, sex, college department, video game preference, number of hours playing, and their username on the video games they are engaging with. A standardized questionnaire was used as the main data gathering tool for the research. Particularly, the researchers used the Buss-Perry Aggression Questionnaire (BPA), a 29item, a four-factor instrument that assesses physical, verbal, and emotional aggression (Gallagher & Ashford, 2016). The Cronbach’s Alpha value was 0.925 which means that the reliability of the test shows that the overall score has an excellent internal consistency of every item in the instrument. The questionnaires were divided into two main parts, the personal data or profile part and the survey proper. The data was measured through the use of the Likert Scale wherein there are 5 choices for the Buss-Perry Aggression Questionnaire (BPAQ) which indicated how uncharacteristic or characteristic each of the statements is describing them. In addition, these research instruments allowed the researchers to carry out the quantitative approach and determine the level of aggression effectively with the use of statistics for data interpretation. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 44 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Data Gathering Procedure In performing the online survey, the researchers carried out the following procedure: 1. Necessary permission was requested from the office of the Dean. 2. A letter of consent was sent to the participants before conducting the online survey. The researchers also briefed the participants about the study such as what is their purpose for the research and the benefits of the study to them. 3. The researchers distributed the questionnaires to the participants with the supervision of a Psychometrician. 4. After the participants finished answering the questionnaires, the researchers gathered the distributed questionnaires from the participants which were analyzed and tabulated. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 45 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Data Processing and Statistical Treatment For the presentation of the findings, analysis, and interpretation of data gathered, the following statistical treatments were used: 1. The descriptive statistics that were utilized in gathering the data were mean frequency and percentage distribution. 1.1. The mean was used to measure the central location of the gathered numerical data from the respondents. Mean = Sum of the terms/Number of terms 1.2. The frequency and percentage distribution displayed the accumulated data in a summarized form based on the categorical variable of the research study. Percentage Formula: 𝑣𝑎𝑙𝑢𝑒/𝑡𝑜𝑡𝑎𝑙 𝑣𝑎𝑙𝑢𝑒 x 100 2. Slovin’s Formula was used to get the sample size from the total population of gamers coming from the second-year and fourth-year college departments. Slovin’s Formula: n = N / (1+Ne2) 3. Pearson’s correlation (Pearson’s r) was used for the analysis of the relationship of the number of hours playing video games towards aggression among second-year and fourth-year college students in a private Catholic university in Bulacan. Pearson’s r measured the strength and direction of the linear relationship between the two quantitative variables of the study. Particularly, the researchers used Jamovi to statistically process the gathered data. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 46 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 47 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Ethical Considerations In conducting the research, the researchers observed the following ethical considerations: Follow Informed Consent Rules. Research respondents provided an appropriate briefing about the purpose, methods, and intended use of the research, as well as their participation in the research and the benefit of the research to them. In addition, respondents participated voluntarily, free from any coercion or undue influence, and as given the chance to withdraw from the research at any time. Participants were informed of the contact details of the researchers in case they have further questions or concerns about the study. Respect Confidentiality and Privacy. Research participants’ preference regarding anonymity, their rights, and participation requirements concerning the confidential nature of information were respected and appropriately protected. The researchers sought to protect all forms of information with adherence to the Data Privacy Law. The researchers provided a clear explanation about how the gathered data were utilized for the study. Appropriate security measures were applied to all the information that was collected from the participants. Honesty and Integrity. The researchers wrote all necessary data such as the methods that were used in the study, and the results after the study were conducted. The research was designed, carefully reviewed, and undertaken to ensure standards of integrity were met, and quality and transparency are assured. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 48 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Objectivity. The researchers assured to avoid bias in any aspect of the study, especially in terms of sex, age, and the college department of the respondents. This was done by ensuring that no groups were left behind in the study. Carefulness. The study was scrutinized to deliver the data and findings of the research with full authenticity and truthfulness. The results were composed of all the necessary information and records for them to be credible. Openness. The researchers are always ready to present the data and findings to show transparency in conducting the study. Also, criticism and new ideas were observed as this will help to further the knowledge of the researchers. Respect for Intellectual Property. All the data gathered were properly cited. The researchers gave correct acknowledgment to the authors or owners of the questionnaire that was utilized as an instrument of the study. In conducting the standardized questionnaire, the researchers were supervised by a licensed Psychometrician. A standardized questionnaire that was utilized in the study was the Buss-Perry Aggression Questionnaire which is free to use for research purposes without permission from the authors. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 49 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Chapter 3 Presentation, Analysis, and Interpretation of Data This chapter presents the analysis and interpretation of data following the quantitative methodology. The content of this chapter is the responses of the participants from the distributed survey questionnaire. The researchers conducted quantitative research, specifically, a descriptive correlational approach to examine the relationship of the number of hours playing video games towards aggression among selected college students in a private Catholic university. The researcher collected the required data by survey forms which aimed at determining: The level of aggression using the Buss-Perry Aggression Questionnaire of every respondent. If there is a significant relationship between the number of hours playing video games and aggression among selected second-year and fourth-year college students. Table 1. Likert Scale Interpretation for Buss-Perry Aggression Questionnaire Rate Abbrev. Interpretation 5 EC Extremely Characteristic 4 SC Somewhat Characteristic 3 NCU 2 SU Somewhat Uncharacteristic 1 EU Extremely Uncharacteristic Neither Characteristic nor Uncharacteristic LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 50 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Table 2. Range and Verbal Interpretation of the Scores for Buss-Perry Aggression Questionnaire Scale Range LAB MAB HAB Physical Aggression (1-9) 9-45 9-21 22-23 34-45 Verbal Aggression (10-14) 5-25 5-12 13-18 19-25 Anger (15-21) 7-35 7-16 17-26 27-35 Hostility (22-29) 8-40 8-19 20-29 30-40 29-145 29-68 69-106 107-145 Total Score Note. These are the meanings of the abbreviations mentioned above: Low Aggressive Behavior (LAB), Mild Aggressive Behavior (MAB), High Aggressive Behavior (HAB) Table 3. Correlation Coefficient Interpretation Value + .70 or higher Interpretation Very strong positive relationship +.40 to +.69 Strong positive relationship +.30 to +.39 Moderate positive relationship +.20 to +.29 +.01 to +.19 0 -.01 to -.19 -.20 to -.29 -.30 to -.39 -.40 to -.69 -.70 or higher Weak positive relationship No or negligible relationship No relationship (zero correlation) No or negligible relationship Weak negative relationship Moderate negative relationship Strong negative relationship Very strong negative relationship LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 51 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Table 4. Demographic Distribution of the Respondents Variables Categories Age 19-20 years old 21 years old and above Sex Male Female College Department CITE CASE CITHM CBEA CAMP Video Game Preference Valorant Call of Duty: Mobile Both Number of Hours Playing 30 minutes 1hr & 30 mins (90mins) 3hrs & 30 mins (210 mins) 5hrs & 30 mins (330 mins) 7hrs (420 mins) N % 18 51 39 30 28 18 9 8 6 24 35 10 6 20 31 9 3 26.09% 73.91% 56.52% 43.48% 40.58% 26.09% 13.04% 11.59% 8.70% 34.78% 50.72% 14.49% 8.7% 28.99% 44.93% 13.00% 4.38% Note. These are the meanings of the abbreviations mentioned above: College of Information Technology and Engineering (CITE), College of Arts, Sciences and Education (CASE), College of International Tourism and Hospitality Management (CITHM), College of Business, Entrepreneurship and Accountancy (CBEA), College of Applied Medical Professions (CAMP). The demographic profile of the respondents was presented and organized in a table that showed the frequency and percentage distribution of the respondents in terms of their age, sex, college departments, video game preference, and their number of hours playing. It revealed that 26.09% of the participants are 19-20 years old and above. In terms of sex, it showed that the most number of participants are male with 56.52% and 43.48% are female. The respondents were randomly selected using the fishbowl method to avoid bias. The majority of the respondents came from the College of Information Technology and Engineering with 40.58% and the least number of respondents were LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 52 COLLEGE OF ARTS, SCIENCES, AND EDUCATION from the College of Applied Medical Professions with 8.70%. It also showed that a big part of the respondents plays video games for 3 hours and 30 minutes with 44.38%. Table 5. Mean and Interpretation of the Test Scores of the Respondents ITEM EC 1 5 SC NC SU EU TOTAL MEAN VI 68 69 34 11 187 37.4 LAB 2 25 56 20 19 11 131 26.2 LAB 3 50 92 13 16 7 178 35.6 LAB 4 55 116 30 26 6 233 46.6 LAB 5 20 36 57 28 23 164 32.8 LAB 6 10 44 54 36 20 164 32.8 LAB 7 35 52 60 21 8 176 35.2 LAB 8 15 12 54 26 32 139 27.8 LAB 9 4 28 90 56 35 213 42.6 LAB 10 45 48 57 34 12 196 39.2 LAB 11 15 8 42 44 28 137 27.4 LAB 12 10 52 54 36 18 170 34 LAB 13 5 16 42 42 29 134 26.8 LAB 14 15 56 69 34 12 186 37.2 LAB 15 20 56 54 32 17 179 35.8 LAB 16 8 14 48 60 115 245 49 LAB 17 15 36 72 36 15 174 34.8 LAB 18 10 32 48 46 20 156 31.2 LAB 19 20 60 60 44 8 192 38.4 LAB 20 25 92 48 28 11 204 40.8 LAB 21 20 48 69 40 10 187 37.4 LAB 22 10 60 66 36 12 184 36.8 LAB 23 25 36 45 50 15 171 34.2 LAB 24 10 40 84 34 12 180 36 LAB 25 15 48 60 40 14 177 35.4 LAB 26 20 40 60 42 14 176 35.2 LAB 27 5 56 72 48 16 197 39.4 LAB 28 5 20 69 36 22 152 30.4 LAB 29 15 16 48 28 32 139 27.8 LAB LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 53 COLLEGE OF ARTS, SCIENCES, AND EDUCATION This table revealed the mean and interpretation of the scores of the participants from the Buss-Perry Aggression Questionnaire. It showed that all of the respondents have scores ranging from 29-68, and this interprets that the college student gamers who participated in the study have Low Aggressive Behavior. Table 6. Correlation of the Number of Hours Playing and Aggression Number of Hours Playing Aggression Number of hours Playing Pearson’s r pvalue — — Aggression Pearson’s r -0.068 — p-value 0.291 — As Table 6 shows, the result of the correlation between the number of hours playing video games and aggression indicates that the two quantitative variables have no correlation or negligible relationship (refer to pg.53), with r = -0.068, which means that aggression and the number of hours playing video games have no significant relationship. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 54 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Chapter 4 Summary of Findings, Conclusion, and Recommendations This chapter provided the discussion, summary of findings, conclusions, and recommendations. The focus of this section was to identify the relationship between the number of hours playing video games and aggression among selected second-year and fourth-year college students in a private Catholic university. Summary of Findings The primary purpose of this study is to learn the relationship between the number of hours playing video games and aggression, among selected second-year and fourthyear college students. Albert Bandura's Social Learning Theory is based on what the individual observes, with modeling playing a primary role in the process (Cherry, 2019). It proposed that learning is not limited to direct experience with the actual situation or environment, which differed from the behaviorists' viewpoint. He believed that learning and performing the behavior that the individual had observed or listened to could be accomplished solely through observation. In this study, the researchers aimed to determine the relationship of the number of hours playing video games towards aggression. All the gathered data from the respondents were statistically processed using Jamovi. It is a fully functional spreadsheet that helped the researchers determine the relationship between the two quantitative variables. Jamovi also provides a streamlined spreadsheet experience, optimized for statistical data. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 55 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Previous studies about video games, especially those games that are showing violence towards the other players are mostly conducted in State Universities and the results were often negative. However, as modern times are slowly becoming open to the possibility of the positive effects of video games on people, many researchers are getting interested in studying the relationship of video games towards self-esteem, selfconfidence, motivation, etc. The respondents of this study which came from five different college departments of a Catholic university in Bulacan were all randomly selected. The findings revealed that there is no relationship between the number of hours playing video games and the level of aggression of the respondents. This research study is evidence that the level of aggressive behavior of college student gamers who participated in this research has nothing to do with their time spent playing video games. It means that even if the gamers are exposed to violence virtually for a long time, it does not manifest in their behavior in real life. The psychological implication that may be drawn from the results of the study is that even if the student is exposed to video games for a longer time than the others, it is not an indication that he/she will have a high level of aggression. Thus, it shows that the Bobo Doll experiment of Albert Bandura is not correlated to the result of the present study despite using video games that are PEBI-16 which means that it is considered as violent games that must be played only by people 16 years old and above. It explains that the violence and aggression they watch or experience virtually in these video games do not manifest in their behavior in real life. In addition, based on the findings, it contradicts Hull’s meta-analysis that there is a link between aggression and the number of hours playing video games. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 56 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Conclusion Based on the indicated findings, the following conclusion was drawn: 1. For the correlation of the number of hours playing video games and aggression, the null hypothesis was accepted. Therefore, there is no significant relationship between the number of hours playing video games and aggression among second-year and fourth-year college students. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 57 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Recommendations As the researchers assess the respondents, the study entitled “The Relationship of the Number of Hours Playing Video Games Towards Aggression Among Selected College Students in a Private Catholic University” suggests that between second year and fourth-year college students, there is no substantial association between the number of hours spent playing video games and aggression. With that being said, the following recommendations are presented: 1. Government should implement regulations when it comes to the effect of video games on student gamers. And mental health practitioners should further explore the possible effects of video games on the social behaviors of the students. 2. Because of the aforementioned result, the Game Developer should be aware of the possible relationship of the games they are creating to the aggression of their players. 3. Students and Gamers should be mindful of the number of hours playing video games. They should try not to depend solely on video games and try engaging in other activities for their physical well-being. They should maintain their self-control and not project their anger towards the game to other people. 4. For future researchers who will conduct the same study, it is highly suggested to gather more respondents or players to participate in this kind of research. They should also expand their study to other Catholic Universities to explore more possible results using different variables. 5. Since this research may serve as awareness for parents and school professionals, they should know when to reach out to a guidance counselor to know how they will be able to properly address it. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 58 COLLEGE OF ARTS, SCIENCES, AND EDUCATION REFERENCES Abella, C., Albina, A., Alvior, F., Bato. R., and Salvador, A. (2020). 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(2017). Risk Factors as Predictors of Time Spent in Online Games among Filipino Females. Retrieved from The Bedan Journal of Psychology 2017 (13 March 2021) Tear, M. (2015). Violent Video Games and Social Behaviour. Retrieved from https://espace.library.uq.edu.au/data/UQ_364789/s4100460_phd_resubmission.pd f?Ex pires=1616411669&Key-Pair- Id=APKAJKNBJ4MJBJNC6NLQ&Signature=ItCeQiSBTiRVx6Uq8QwrtuIfuRx 8QQACqkYXJlYaxHHWl4ejAJ1zR9eOW0u4s1FkUI7Mu68vm~eVxjEDcPtVt3 vkDr1IodaW-IBP~T9ifcqAd6BkCMBCHSZXkeNHeG8jSYctc YdkVLI3NzI9xAHLS7bvM20CNVCLu0zou7nzW9yixtCb5N4xWrBwEmyiyMk roMS2VhDzel86FeAaCSCq3jRfIFHFSSX4S7Dlj8IzWks1rs4IfD4mA2NEPqDd RYnfoG5bic2a8QXsrx8Mtdv25yOXi7hsTV4OlnTz9wtU9~55FEMnWvv5Bz5E8 rcA1hE2brrky 21qg26TgfxaRxZJw (22 March 2021) LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 65 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Tumbukun, R., (2021). 25 Positive and Negative Effects of Video Games. Retrieved from: 25+ Positive & Negative Effects of Video Games. (15 February 2021) Vedantu. (2021, April 02). Weighted Mean. Retrieved from https://www.vedantu.com/maths/weighted-mean Verheijen, G., Burk, W., Stoltz, S., Yvonne H. M. van den Berg, &amp; Cillessen, A. (2018). Friendly fire: Longitudinal Effects of Exposure to Violent Video Games on Aggressive Behavior in Adolescent Friendship Dyads. Retrieved from Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads (18 March 2021,) Zendle, D., (2017). Priming and Negative Priming in Violent Video Games. Retrieved from:http://etheses.whiterose.ac.uk/16463/?fbclid=IwAR0QSIAyOaJqfzMKeRRo oHO 5OQ4-SZDA4CryhNLV52yUjHMhTAixZMhb708 (22 March 2021) LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 66 COLLEGE OF ARTS, SCIENCES, AND EDUCATION APPENDIX A Letter of Consent Addressed to the Respondents LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 67 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 68 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 69 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 70 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 71 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Letter of Permission to Conduct Research LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 72 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 73 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 74 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 75 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 76 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Instrument of the Study Buss-Perry Aggression Questionnaire 1. Some of my friends think I am a hothead. 2. If I have to resort to violence to protect my rights, I will. 3. When people are especially nice to me, I wonder what they want. 4. I tell my friends openly when I disagree with them. 5. I have become so mad that I have broken things. 6. I can’t help getting into arguments when people disagree with me. 7. I wonder why sometimes I feel so bitter about things. 8. Once in a while, I can’t control the urge to strike another person. 9. I am an even-tempered person. 10. I am suspicious of overly friendly strangers. 11. I have threatened people I know. 12. I flare up quickly but get over it quickly. 13. Given enough provocation, I may hit another person. 14. When people annoy me, I may tell them what I think of them. 15. I am sometimes eaten up with jealousy. 16. I can think of no good reason for ever hitting a person. 17. At times I feel I have gotten a raw deal out of life. 18. I have trouble controlling my temper. 19. When frustrated, I let my irritation show. 20. I sometimes feel that people are laughing at me behind my back. 21. I often find myself disagreeing with people. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 77 COLLEGE OF ARTS, SCIENCES, AND EDUCATION 22. If somebody hits me, I hit back. 23. I sometimes feel like a powder keg ready to explode. 24. Other people always seem to get the breaks. 25. There are people who pushed me so far that we came to blows. 26. I know that "friends" talk about me behind my back. 27. My friends say that I’m somewhat argumentative. 28. Sometimes I fly off the handle for no good reason. 29. I get into fights a little more than the average person. LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 78 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Proof of Permission to Use the Instrument LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 79 COLLEGE OF ARTS, SCIENCES, AND EDUCATION Curriculum Vitae LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 80 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 81 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 82 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 83 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 84 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 85 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 86 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 87 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 88 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 89 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 90 COLLEGE OF ARTS, SCIENCES, AND EDUCATION LA CONSOLACION UNIVERSITY PHILIPPINES Bulihan, City of Malolos, Bulacan 3000 91 COLLEGE OF ARTS, SCIENCE AND EDUCATION 91