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Computer Games Among Filipino Students: A Literature Review

Research on Filipino students' gaming habits reveals a complex interplay of cultural identity, mobile dominance, academic impact, and a burgeoning local game development scene.

Foreign Literature (Global Context Applied to Philippines)

  • Identity & Community: Steinkuehler & Williams (2006) frame MMOs as "third places" for social capital. The Filipino diaspora uses gaming for transnational connection.
  • Educational Potential: Gee (2003) and Prensky (2001) highlight games teaching systems thinking and resilience. Pilots using Minecraft Education and Roblox Education are underway via DepEd.
  • Addiction & Mental Health: WHO ICD-11 Gaming Disorder classification. Gentile et al. (2011) link pathological gaming to depression, anxiety, and poor grades cross-culturally.
  • Esports Careers: Jenny et al. (2017) note emerging pro ecosystems. The Philippines' MSC and MPL-PH (Mobile Legends) create viable pro pathways.

Local Literature (Philippines-Specific)

  • Mobile Dominance: Newzoo/Niko Partners data shows the Philippines as #1 in SEA mobile gaming revenue. Mobile Legends: Bang Bang, Call of Duty Mobile, and Genshin Impact dominate. PC cafés ("Pisonet") are declining but remain social hubs.
  • Academic Impact: Cabras et al. (2020) found moderate gaming ↔ no grade drop; excessive (>21 hrs/week) ↔ lower GPA. Self-regulation is key.
  • Cultural Drivers: "Barkada" (peer group) drives co-play. "Pambahay" (home) gaming on shared devices is common. Family remittances often fund devices and data.
  • Local Game Development: From Anito: Defend a Land Enraged (2003) and Bayani (fighting) to Until Then (2024 narrative), the indie scene grows via IGDA Manila and GameDevPH.
  • Policy: RA 11900 (2022) regulates "Video Gaming Establishments" (age limits, hours, school proximity). LTFRB regulates "Pisonet" fares.

Identified Research Gaps

  • Longitudinal Philippines-specific cognitive/academic tracking.
  • Gendered experience (Filipina gamers underrepresented).
  • Impact of "Gacha" monetization on youth financial literacy.
  • Indigenous representation in local games.

Sources: CHED journals, DLSU/UP/ADMU theses, Philippine Journal of Psychology, Kritika Kultura, GameDevPH white papers.


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