02/07/2026
๐ข๐ณ๐ณ๐ถ๐ฐ๐ถ๐ฎ๐น ๐ฆ๐๐ฎ๐๐ฒ๐บ๐ฒ๐ป๐ ๐ผ๐ณ ๐๐ต๐ฒ ๐จ๐ป๐ถ๐๐ฒ๐ฟ๐๐ถ๐๐ ๐ผ๐ณ ๐๐ต๐ฒ ๐ฃ๐ต๐ถ๐น๐ถ๐ฝ๐ฝ๐ถ๐ป๐ฒ๐ ๐๐ฎ๐บ๐ถ๐ป๐ด ๐๐๐ถ๐น๐ฑ ๐ผ๐ป ๐ง๐ฎ๐ฐ๐น๐ผ๐ฏ๐ฎ๐ป ๐ฆ๐ฐ๐ต๐ผ๐ผ๐น ๐ฆ๐ต๐ผ๐ผ๐๐ถ๐ป๐ด ๐ฎ๐ป๐ฑ ๐๐ต๐ฒ ๐ ๐ถ๐๐ฎ๐๐๐ฟ๐ถ๐ฏ๐๐๐ถ๐ผ๐ป ๐ผ๐ณ ๐ฉ๐ถ๐ผ๐น๐ฒ๐ป๐ฐ๐ฒ ๐๐ผ ๐ฉ๐ถ๐ฑ๐ฒ๐ผ ๐๐ฎ๐บ๐ฒ๐
A school shooting occurred on Monday, June 22, 2026, at San Jose National High School, Tacloban, injuring 20 students and claiming the lives of three students after shooting 34 rounds of gunfire. The perpetrators of this incident were identified as 14- and 15-year-old students of the school. As authorities continue the investigation, ๐๐ฒ, ๐ฎ๐ ๐ฎ๐ป ๐ผ๐ฟ๐ด๐ฎ๐ป๐ถ๐๐ฎ๐๐ถ๐ผ๐ป, ๐๐ผ๐๐น๐ฑ ๐น๐ถ๐ธ๐ฒ ๐๐ผ ๐ฒ๐
๐๐ฒ๐ป๐ฑ ๐ผ๐๐ฟ ๐ฑ๐ฒ๐ฒ๐ฝ๐ฒ๐๐ ๐ฐ๐ผ๐ป๐ฑ๐ผ๐น๐ฒ๐ป๐ฐ๐ฒ๐ ๐๐ผ ๐๐ต๐ฒ ๐ณ๐ฎ๐บ๐ถ๐น๐ถ๐ฒ๐, ๐ณ๐ฟ๐ถ๐ฒ๐ป๐ฑ๐, ๐ฎ๐ป๐ฑ ๐น๐ผ๐๐ฒ๐ฑ ๐ผ๐ป๐ฒ๐ ๐ผ๐ณ ๐๐ต๐ฒ ๐๐ถ๐ฐ๐๐ถ๐บ๐ ๐ฎ๐ณ๐ณ๐ฒ๐ฐ๐๐ฒ๐ฑ ๐ฏ๐ ๐๐ต๐ฒ ๐ถ๐ป๐ฐ๐ถ๐ฑ๐ฒ๐ป๐ ๐๐ต๐ฎ๐ ๐ต๐ฎ๐ฝ๐ฝ๐ฒ๐ป๐ฒ๐ฑ ๐ถ๐ป ๐ง๐ฎ๐ฐ๐น๐ผ๐ฏ๐ฎ๐ป. ๐ข๐๐ฟ ๐๐ต๐ผ๐๐ด๐ต๐๐ ๐ฎ๐ฟ๐ฒ ๐๐ถ๐๐ต ๐๐ต๐ฒ ๐ฒ๐ป๐๐ถ๐ฟ๐ฒ ๐ฐ๐ผ๐บ๐บ๐๐ป๐ถ๐๐ ๐ฑ๐๐ฟ๐ถ๐ป๐ด ๐๐ต๐ถ๐ ๐ถ๐ป๐ฐ๐ฟ๐ฒ๐ฑ๐ถ๐ฏ๐น๐ ๐ฑ๐ถ๐ณ๐ณ๐ถ๐ฐ๐๐น๐ ๐๐ถ๐บ๐ฒ. As such, it is within this tragedy that we look closer to the details. On Tuesday, the PNP officials leading the investigation, in coordination with the Tacloban City Police Office, said in a Palace briefing that the children may have planned the crime for a month (Barreiro, 2026). Experiences of bullying are unconfirmed, while evidence points to the teenagersโ real-life exposure to fi****ms and gun handling rather than video games alone (Mantaring & Yubal Jr., 2026; Peralta-Malonzo, 2026). Due to this incident, the ๐๐๐๐ ๐ณ๐น๐ฎ๐ด๐ ๐๐ถ๐ผ๐น๐ฒ๐ป๐ ๐๐ถ๐ฑ๐ฒ๐ผ ๐ด๐ฎ๐บ๐ฒ๐ ๐ฎ๐ป๐ฑ ๐๐ฟ๐ด๐ฒ๐ ๐๐ผ๐ป๐ด๐ฟ๐ฒ๐๐ ๐๐ผ ๐๐๐๐ฑ๐ ๐๐ต๐ฒ ๐ฝ๐ผ๐๐๐ถ๐ฏ๐ถ๐น๐ถ๐๐ ๐ผ๐ณ ๐ฏ๐ฎ๐ป๐ป๐ถ๐ป๐ด ๐๐ต๐ฒ๐บ (Department of Interior and Local Government, 2026). This coincides with Senator Risa Hontiverosโ recent decisions in resolving the issue by ๐ณ๐ผ๐ฐ๐๐๐ถ๐ป๐ด ๐๐ต๐ฒ ๐ฑ๐ถ๐๐ฐ๐๐๐๐ถ๐ผ๐ป ๐ผ๐ป ๐ต๐ผ๐ ๐ผ๐ป๐น๐ถ๐ป๐ฒ ๐ฝ๐น๐ฎ๐๐ณ๐ผ๐ฟ๐บ๐ ๐๐ฝ๐ฟ๐ฒ๐ฎ๐ฑ ๐๐ถ๐ผ๐น๐ฒ๐ป๐ฐ๐ฒ, ๐ฎ๐ป๐ฑ ๐ฐ๐ผ๐ป๐๐ฎ๐ฐ๐๐ถ๐ป๐ด ๐๐ต๐ฒ ๐๐ถ๐ฑ๐ฒ๐ผ ๐ด๐ฎ๐บ๐ฒ ๐ฑ๐ฒ๐๐ฒ๐น๐ผ๐ฝ๐ฒ๐ฟ ๐ผ๐ณ ๐๐ผ๐ฟ๐ฒ๐ฏ๐ผ๐
(Pechay, 2026), a sandbox game connected to what video games the suspects played.
๐ช๐ฒ, ๐๐ต๐ฒ ๐บ๐ฒ๐บ๐ฏ๐ฒ๐ฟ๐ ๐ผ๐ณ ๐๐ต๐ฒ ๐จ๐ป๐ถ๐๐ฒ๐ฟ๐๐ถ๐๐ ๐ผ๐ณ ๐๐ต๐ฒ ๐ฃ๐ต๐ถ๐น๐ถ๐ฝ๐ฝ๐ถ๐ป๐ฒ๐ ๐๐ฎ๐บ๐ถ๐ป๐ด ๐๐๐ถ๐น๐ฑ, ๐ฑ๐ถ๐๐ฎ๐ด๐ฟ๐ฒ๐ฒ ๐๐ถ๐๐ต ๐๐ต๐ถ๐ ๐ณ๐ฟ๐ฎ๐บ๐ถ๐ป๐ด ๐ฎ๐ป๐ฑ ๐ฝ๐ฟ๐ผ๐ฝ๐ผ๐๐ฒ๐ฑ ๐ฐ๐ผ๐๐ฟ๐๐ฒ ๐ผ๐ณ ๐ฎ๐ฐ๐๐ถ๐ผ๐ป. ๐ช๐ฒ ๐ฏ๐ฒ๐น๐ถ๐ฒ๐๐ฒ ๐๐ต๐ฎ๐ ๐๐ต๐ถ๐ ๐ถ๐๐๐๐ฒ ๐ฐ๐ฎ๐ป๐ป๐ผ๐ ๐ฏ๐ฒ ๐ฟ๐ฒ๐ฑ๐๐ฐ๐ฒ๐ฑ ๐๐ผ ๐๐ถ๐ผ๐น๐ฒ๐ป๐ ๐๐ถ๐ฑ๐ฒ๐ผ ๐ด๐ฎ๐บ๐ฒ๐ ๐ฎ๐น๐ผ๐ป๐ฒ. ๐ฅ๐ฎ๐๐ต๐ฒ๐ฟ, ๐ถ๐ ๐ฟ๐ฒ๐ณ๐น๐ฒ๐ฐ๐๐ ๐ฏ๐ฟ๐ผ๐ฎ๐ฑ๐ฒ๐ฟ ๐๐๐๐๐ฒ๐บ๐ถ๐ฐ ๐ถ๐๐๐๐ฒ๐ ๐๐ต๐ฎ๐ ๐ฟ๐ฒ๐พ๐๐ถ๐ฟ๐ฒ ๐ฐ๐ผ๐บ๐ฝ๐ฟ๐ฒ๐ต๐ฒ๐ป๐๐ถ๐๐ฒ ๐ฟ๐ฒ๐๐ฝ๐ผ๐ป๐๐ฒ๐ ๐ฎ๐ฑ๐ฑ๐ฟ๐ฒ๐๐๐ถ๐ป๐ด ๐๐ต๐ฒ ๐ฟ๐ผ๐ผ๐ ๐ฐ๐ฎ๐๐๐ฒ๐ ๐ผ๐ณ ๐๐ถ๐ผ๐น๐ฒ๐ป๐ฐ๐ฒ, ๐ฟ๐ฎ๐๐ต๐ฒ๐ฟ ๐๐ต๐ฎ๐ป ๐ฎ๐๐๐ฟ๐ถ๐ฏ๐๐๐ถ๐ป๐ด ๐ฏ๐น๐ฎ๐บ๐ฒ ๐๐ผ ๐ฎ ๐๐ถ๐ป๐ด๐น๐ฒ ๐ฐ๐๐น๐๐๐ฟ๐ฎ๐น ๐บ๐ฒ๐ฑ๐ถ๐๐บ.
This is not the first time that video games experienced this kind of issue, as this has also happened back in the 90s where first person shooter arcade games became popular while school shooting incidents occurred at the same time (Anderson et al., 2007) . This created moral panic and social unrest within people and quickly pointed the blame to video games as it became an easy avenue to identify causes of violence within individuals. However, this incident would be seen as an opportunity for those in power and in research to create a narrative to push the anti-video game sentiment, and secure funding to create researches that are designed to inflate the panic of the public (Markey & Ferguson, 2017).
While video games CAN be a correlation, it is not necessarily the CAUSE of violence. Existing studies, as well as academic organizations, recognize that there are correlations of violent video games to violent behavior (Przybylski & Weinstein, 2019; American Psychological Association, 2020), but it is not causal to the phenomenon.
The problem is that the sentiment on video games being the cause of violent behavior falls short because it does not take into account the tragic reality that Filipinos experience inside our own country. Violence does not emerge from a single source. Existing studies continue to show that there are multiple interacting factors that come into play: an individualโs environment (Woolf & Aron, 2013), their life experiences (Travers et al., 2022), material and economic conditions (Thomas et al., 2024; Shao & Wang, 2019), lack of support systems needed to assist them (Lincoln, 2000), as well as fostering a culture that normalizes violence (Buvinic & Morrison, 1999). The Philippines has gone through an administration that promoted the rhetoric of violence being a justified act without looking into the deeper social realities that these victims of violence from the state experienced. The war on drugs; the extra judicial killings; the killing of activists; red-tagging; and now, putting the blame on individuals who have been left behind by the state. This issue did not teach us that video games cause violence; it only showed that we are not looking at the bigger picture: ๐๐ต๐ฒ ๐น๐ฎ๐ฐ๐ธ ๐ผ๐ณ ๐๐ผ๐ฐ๐ถ๐ฎ๐น ๐๐ฒ๐ฟ๐๐ถ๐ฐ๐ฒ๐ ๐ฎ๐ป๐ฑ ๐๐ต๐ฒ ๐ฟ๐ถ๐๐ฒ ๐ผ๐ณ ๐๐ผ๐ฐ๐ถ๐ฎ๐น ๐ถ๐ป๐ฒ๐พ๐๐ฎ๐น๐ถ๐๐ถ๐ฒ๐ ๐๐ต๐ฎ๐ ๐ฝ๐ฒ๐ฟ๐ฝ๐ฒ๐๐๐ฎ๐๐ฒ ๐๐ต๐ฒ ๐๐ถ๐น๐ถ๐ฝ๐ถ๐ป๐ผ ๐ฝ๐ฒ๐ผ๐ฝ๐น๐ฒ.
๐ง๐ต๐ฒ ๐จ๐ป๐ถ๐๐ฒ๐ฟ๐๐ถ๐๐ ๐ผ๐ณ ๐๐ต๐ฒ ๐ฃ๐ต๐ถ๐น๐ถ๐ฝ๐ฝ๐ถ๐ป๐ฒ๐ ๐๐ฎ๐บ๐ถ๐ป๐ด ๐๐๐ถ๐น๐ฑ ๐ต๐ฎ๐ ๐น๐ผ๐ป๐ด ๐๐ฝ๐ต๐ฒ๐น๐ฑ ๐๐ต๐ฒ ๐ฝ๐ฟ๐ถ๐ป๐ฐ๐ถ๐ฝ๐น๐ฒ ๐๐ต๐ฎ๐ ๐๐ถ๐ฑ๐ฒ๐ผ ๐ด๐ฎ๐บ๐ฒ๐ ๐ต๐ฎ๐๐ฒ ๐ฎ ๐ฝ๐น๐ฎ๐ฐ๐ฒ ๐๐ถ๐๐ต๐ถ๐ป ๐๐ผ๐ฐ๐ถ๐ฒ๐๐. It has helped countless people from all over the world in more ways than one. Implementing bans or heavy regulation would only cause short-term solutions to already existing systemic issues before video games even became popular.
๐ช๐ฒ ๐ฎ๐๐ธ ๐๐ต๐ฒ ๐ด๐ผ๐๐ฒ๐ฟ๐ป๐บ๐ฒ๐ป๐, ๐ถ๐๐ ๐๐ฒ๐ฐ๐๐ผ๐ฟ๐, ๐ฎ๐ป๐ฑ ๐ฟ๐ฒ๐ฝ๐ฟ๐ฒ๐๐ฒ๐ป๐๐ฎ๐๐ถ๐๐ฒ๐ ๐๐ถ๐๐ต๐ถ๐ป ๐๐ต๐ฒ ๐๐ฒ๐ป๐ฎ๐๐ฒ ๐๐ผ ๐๐ฒ๐ฒ ๐๐ต๐ฒ ๐๐ถ๐ฑ๐ฒ๐ฟ ๐ฝ๐ถ๐ฐ๐๐๐ฟ๐ฒ ๐ผ๐ณ ๐๐ต๐ถ๐ ๐ถ๐๐๐๐ฒ, ๐ฎ๐ป๐ฑ ๐ฐ๐ฟ๐ฒ๐ฎ๐๐ฒ ๐ฝ๐น๐ฎ๐ป๐ ๐ผ๐ณ ๐ฎ๐ฐ๐๐ถ๐ผ๐ป๐ ๐๐ต๐ฎ๐ ๐๐ผ๐๐น๐ฑ ๐๐ฎ๐ฟ๐ด๐ฒ๐ ๐๐ต๐ฒ ๐ฟ๐ผ๐ผ๐ ๐ฐ๐ฎ๐๐๐ฒ ๐ผ๐ณ ๐๐ถ๐ผ๐น๐ฒ๐ป๐ ๐ฏ๐ฒ๐ต๐ฎ๐๐ถ๐ผ๐ฟ ๐ฎ๐ป๐ฑ ๐ฝ๐ฟ๐ฒ๐๐ฒ๐ป๐ ๐ถ๐ ๐ณ๐ฟ๐ผ๐บ ๐ผ๐ฐ๐ฐ๐๐ฟ๐ฟ๐ถ๐ป๐ด: provide more budget allocations to the education sector; institutionalize mental health services within schools; create policies and programs to better support childrenโs stages of development; create spaces and support systems for minors; fund research that would provide better avenues for mental health. We also ask the media to probe questions that donโt just create a narrative solely within the individual perpetrators, but to also ponder on questions that reveal the truth within the confines of our social contexts, as creating this narrative only hinders the common people from seeing the wider issues that are playing out.
๐๐ ๐ถ๐ ๐๐ผ ๐ฒ๐ฎ๐๐ ๐๐ผ ๐ฝ๐ผ๐ถ๐ป๐ ๐ณ๐ถ๐ป๐ด๐ฒ๐ฟ๐ ๐๐ต๐ฒ๐ป๐ฒ๐๐ฒ๐ฟ ๐๐ถ๐ผ๐น๐ฒ๐ป๐ ๐ป๐ฒ๐๐ ๐ฎ๐ฝ๐ฝ๐ฒ๐ฎ๐ฟ๐ ๐ผ๐ป ๐ผ๐๐ฟ ๐๐ผ๐ฐ๐ถ๐ฎ๐น ๐บ๐ฒ๐ฑ๐ถ๐ฎ, ๐ฏ๐๐ ๐๐ฒ ๐ป๐ฒ๐๐ฒ๐ฟ ๐๐ผ๐ผ๐ธ ๐ถ๐ป๐๐ผ ๐ฐ๐ผ๐ป๐๐ถ๐ฑ๐ฒ๐ฟ๐ฎ๐๐ถ๐ผ๐ป ๐๐ต๐ฒ ๐ณ๐ฎ๐ฐ๐ ๐๐ต๐ฎ๐ ๐๐ต๐ฒ ๐๐ถ๐ผ๐น๐ฒ๐ป๐ฐ๐ฒ ๐๐ต๐ฎ๐ ๐๐ฒ ๐๐ฒ๐ฒ ๐ฎ๐ป๐ฑ ๐ฒ๐
๐ฝ๐ฒ๐ฟ๐ถ๐ฒ๐ป๐ฐ๐ฒ ๐ต๐ฎ๐๐ฒ ๐ฏ๐ฒ๐ฒ๐ป ๐ฐ๐ฎ๐๐๐ฒ๐ฑ ๐ฏ๐ ๐๐ต๐ฒ ๐๐ฒ๐ฟ๐ ๐๐๐๐๐ฒ๐บ ๐๐ต๐ฎ๐ ๐๐ฟ๐ถ๐ฒ๐ ๐๐ผ ๐ฝ๐ฟ๐ฒ๐๐ฒ๐ป๐ ๐ถ๐. The real question now is not what games should be banned or heavily regulated, but rather, how can our current systems ensure that individuals, not just minors, are able to be supported by our social welfare services to prevent violence from occurring.
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References:
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Buvinic, M., & Morrison, A. (1999). Causes of violence.
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