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CHAPTER II

METHODOLOGY

This chapter presented the methodology which required the steps and procedures

of the study which included the research design, definition of terms, respondents,

instruments, data gathering procedures and the data analysis.

Research Design

This study used a qualitative approach. According to DeFranzo (2011), qualitative

research is primarily exploratory research and is used to uncover trends in thought and

opinions. The focus of this research was the impacts of playing online games and how it

affected the family relationship of the students of Ateneo de Naga University. This study

aimed to understand the impacts of playing the online games that could affect the

students’ relationship with their family. According to a group of researchers (1996),

online games can cause parents and their children to experience frequent conflicts, thus,

the researcher’s goal was to determine what factors affected the human’s way of

behaving and what was the result of playing too much online games to a certain person’s

family relationship. A study made by Chai and other researchers (2011) with the aim to

identify the effects of playing computer games towards the time spent with the person’s

family. The researchers of this study have selected respondents from both various strands

who played computer games and suited the criteria needed for the participants. The

researchers gathered the information through the interviewers they have prepared, and as

a result, identified how each situation differed from each other and how each respondent

reacted to a certain question.


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Definition of Terms

Stated here were some of the terms utilized in the study that required elaboration

and comprehension based on the nature of the study. The terms are as follows:

Playing Online Games

Online gaming is one of the essential component in the various virtual behaviors

with regards to the children, adolescents and mostly young adults (Voiskounsky, 2004).

Online gaming is also coined as the term referring to playing of electronic game over a

computer network, particularly the Internet (Ray, 2019). It is also participating to games

that do not require body coordination, but mental skills and hands only. It is taking part to

games that are the product of technology. Online games started from simple games that

can be played alone such as Solitaire until it evolved to a massively multiplayer games

wherein the players need an interaction with other players (Webroot, 2019).

Relationship with Family

Relationship refers to the close connections between the people wherein its main

foundation is the emotional bond, as well as the interactions. Relationship entails skills,

information, inspiration, practice and social support. It is dynamic, for it simultaneously

evolves (Lawson, 2016). The concept of family discusses effectively what relationship is

however, it perspective of each person still varies. Family is defined as two or more

people whose birth, marriage, and adoption are related. Family members live together in

one household and each of them has their own roles. Support, mutual trust, regular

interactions, shared beliefs and values, security, and sense of community are some of the

characteristics that a typical family has (Lawson, 2016). It entails how strong or weak is
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the bond of a certain gamer with his family. Furthermore, it seeks to give awareness to

the players regarding the aftermath of playing online games whether it is detrimental

or beneficial to the relationship with their family and to other people as well.

Respondents

The respondents of this study were chosen by the researchers through the use of

purposive sampling. They met a certain criteria where the following individuals would be

a Senior High School student of Ateneo de Naga University and was a frequent player of

online games who played for at least ten (10) hours per week. A population of five (5)

students was interviewed regarding their experience with gaming: its factors and impacts

on their relationship with their family.

Instruments

The researchers gathered their data through the use of social surveys and

interviews. The survey consisted of the respondents' personal information and questions

regarding their background on online gaming. Specifically, the questions were about their

reasons for playing online games and their time spent on playing. Meanwhile, the

interview focused about the factors and impacts of playing online games to their

relationship with their family. The interview lasted for a maximum of twenty-five (25)

minutes or less with one session per respondent.

Data Gathering Procedures

The following steps were followed in conducting the research. First, the

researchers formulated the questions essential for the interview. Second, gathering of

respondents was done through purposive sampling, targeting enrolled Senior High School
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students who played online games at least 10 hours per week. Lastly, the chosen

respondents were given a letter which contains the purpose in conducting the research

and the date and time of the interview.

After gathering the respondents, they conducted a semi-structured interview

wherein there was a set of questions and follow-up questions were to be given as well.

Respondents, specifically the Ateneo de Naga Senior High School students, were asked

about the online games that were much addicted to play, the number of hours that were

spent in playing this type of game in a week, the reasons behind playing of online games,

and the impacts of online gaming to the relationship with their family. After the interview

was conducted, the data gathered interpreted and analyzed intensively by the researchers.

Data Analysis

To begin the data analysis, the researchers reviewed the answers of the

respondents to their questions during the interview. Secondly, similar thoughts regarding

the response in each of the question were collated. Third, the words or phrases were

coded to arrive to a conclusion. Lastly, the researchers interpreted the respondents’

answers. Interpretation of the answers followed in order to know the factors of online

gaming and if it was beneficial or detrimental to the relationship of Ateneo de Naga

Semior High School students with their family. This analysis was utilized in formulating

the conclusion.

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