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Chap2 FD
Chap2 FD
METHODOLOGY
This chapter presented the methodology which required the steps and procedures
of the study which included the research design, definition of terms, respondents,
Research Design
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
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
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:
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 refers to the close connections between the people wherein its main
foundation is the emotional bond, as well as the interactions. Relationship entails skills,
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
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)
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
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
answers. Interpretation of the answers followed in order to know the factors of online
Semior High School students with their family. This analysis was utilized in formulating
the conclusion.