  This descriptive study utilized a validated questionnaire to determine the
emotions exhibited by computer gamers in cyber caf\'es. It was revealed that
most of the gamers were young, male, single, as well as high school and
vocational students who belonged to middle-income families. Most of them had
computer access at home but only a few had Internet access at home. Gamers
tended to play games in cyber caf\'es at least three times a week, usually in
the evening, for at least two hours per visit. They also reported that they
played games frequently. Majority of the gamers were fond of playing DOTA,
League of Legends, and CABAL and they had been playing games for at least two
years. It was disclosed that they exhibited both positive and negative emotions
while playing games. It was shown that gamers were inclined to be more anxious
to be defeated in a game as gaming became frequent and length of years in
playing games increased. They also had the tendency to become more stressed
when length of years of playing games increased. On the other hand, other
gaming behaviors were not significantly related to other emotions. Thus, the
null hypothesis stating that gaming behaviors of the respondents are not
significantly related to the emotions exhibited while playing the computer
games is partially rejected. Therefore, not all emotions exhibited while
playing computer games could be attributed to their gaming behaviors. It is
recommended that other emotions such as anger, frustration, boredom, amusement,
etc. be included in future research.
