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“A Qualitative study on Intelligence and video
games among selected individuals in Cebu”
by: Aljoriz M. Dublin, Ed.D.
PRESS START TO PLAY
(the introduction)

What is a video
game?

What can this study
do for me?

Why pick video
games?
The Researcher's Bias

I want to JUSTIFY to my
wife my expenses on
video games.

I STILL play Pokemon at
my age. I believe
gaming makes me feel
younger.

I am an administrator of
a gaming community
The Study
This study seeks to
answer the following
concerns

What are the perceived
effects of gaming to the
informants intelligence?

identify the gaming habit
of the informants.

Determine if there is any
effect of gaming to the lives
Methodology

Grounded Theory and IPA

Purposive Sampling Method with six
respondents.

Use of Nintendo game brain age to
determine validity of perceived effects of
gaming

Questionnaire with informants
Methodology
Interview was done at
conducive place either at
informant's home or a
coffee shop
In a few cases interview was
done via e-mail and was
later verified through
personal meet ups.
Testing of the perceived
intelligence via Brain Age
Nintendo official reply
Copy right issues:
Fair Use doctrine for research
Results & discussion (1 of 4)

Majority of the informants own at least 2 or
more video game consoles.

Informants age ranged from 20-32

The study showed that playing video
games may slightly affect brain
development, when games are played on a
short burst.
Results & Discussions (2 of 4)

Majority of the
respondents
started to play at
3-6 years old.

Most would
practice “binge
gaming” in their
forming years

Some failed in
their classes due
Results & discussion (3 of 4)
Results & Discussion (4 of 4)
They play with friends either online or with a
group
They go through lengths of researching on
playing a game, as evidence by the
statistical data share by one informant on
Pokemon
Selected Tracts
On the effects of video games?

“negative? issues causes me to fail some
of my minor subjects in college.
Positive? it became a part of my
profession.”

corrosion of relationships. Like girlfriend,
wives and social life.
Theory generation
Dublin's game
time theory.
A persons play
time is
usually
inversely
proportional
of their
chronological
age.
IMPLICATIONS

The theory explains “binge gaming”.

Parents should be more involved on video
game purchases

Kids are more susceptible in ignoring their
studies instead of gaming.

Gaming as a hobby may decease with
age, as other factors come into play.

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Vgstudy

  • 1. “A Qualitative study on Intelligence and video games among selected individuals in Cebu” by: Aljoriz M. Dublin, Ed.D.
  • 2. PRESS START TO PLAY (the introduction)  What is a video game?  What can this study do for me?  Why pick video games?
  • 3. The Researcher's Bias  I want to JUSTIFY to my wife my expenses on video games.  I STILL play Pokemon at my age. I believe gaming makes me feel younger.  I am an administrator of a gaming community
  • 4. The Study This study seeks to answer the following concerns  What are the perceived effects of gaming to the informants intelligence?  identify the gaming habit of the informants.  Determine if there is any effect of gaming to the lives
  • 5. Methodology  Grounded Theory and IPA  Purposive Sampling Method with six respondents.  Use of Nintendo game brain age to determine validity of perceived effects of gaming  Questionnaire with informants
  • 6. Methodology Interview was done at conducive place either at informant's home or a coffee shop In a few cases interview was done via e-mail and was later verified through personal meet ups. Testing of the perceived intelligence via Brain Age
  • 7. Nintendo official reply Copy right issues: Fair Use doctrine for research
  • 8.
  • 9. Results & discussion (1 of 4)  Majority of the informants own at least 2 or more video game consoles.  Informants age ranged from 20-32  The study showed that playing video games may slightly affect brain development, when games are played on a short burst.
  • 10. Results & Discussions (2 of 4)  Majority of the respondents started to play at 3-6 years old.  Most would practice “binge gaming” in their forming years  Some failed in their classes due
  • 12. Results & Discussion (4 of 4) They play with friends either online or with a group They go through lengths of researching on playing a game, as evidence by the statistical data share by one informant on Pokemon
  • 13. Selected Tracts On the effects of video games?  “negative? issues causes me to fail some of my minor subjects in college. Positive? it became a part of my profession.”  corrosion of relationships. Like girlfriend, wives and social life.
  • 14. Theory generation Dublin's game time theory. A persons play time is usually inversely proportional of their chronological age.
  • 15. IMPLICATIONS  The theory explains “binge gaming”.  Parents should be more involved on video game purchases  Kids are more susceptible in ignoring their studies instead of gaming.  Gaming as a hobby may decease with age, as other factors come into play.