SOCIAL LIFE DEVELOPMENT AND DECLINE: THE DOUBLE-EDGED
IMPLICATIONS OF COMPUTER GAMING ON ADOLESCENTS
A PAPER SUBMITTED TO
Sir Alan Canonigo
In partial fulfilment of the requirement
of the subject Practical Research 1
(Qualitative Research)
SUBMITTED BY
Amoguis, Keith
Domado, Aminoddin
Lacay, Mico
Lopez, Keone
Go, Alyssa
Onod, Hannah
March 2017
1
TABLE OF CONTENTS
List of Tables 1
List of Appendices 2
1.0 Introduction 3
1.1 Background of the Study
1.1.1 Social Development
1.1.2 Community Building
1.1.3 Family Interaction
1.1.4 Notable Concerns
3
3
4
4
5
1.2 Statement of the Problem 5
1.3 Significance of the Study
1.4 Scope and Delimitation
6
6
2.0 Methodology 7
2.1 Respondents 7
2.2 Instruments 8
2.3 Data Gathering Procedure 8
3.0 Results and Discussion 10
3.1 Implications of Computer Gaming to Social life
3.1.1 Interacting with family members
3.1.2 Socializing to non-relative persons
10
10
12
4.0 Summary, Conclusions and Recommendations 17
4.1 Summary
4.1.1 Findings
17
17
4.2 Conclusions 18
4.3 Recommendations 18
References 20
2
List of Tables
Table 1. Implications of computer gaming in interacting with family members 11
Table 2. Implications of computer gaming in socializing to other persons. 14
Table 3. Summary of Computer Gaming’s implication on social life 16
List of Appendices
Appendix A. Letter to Respondents 21
Appendix B. Interview Transcripts 22
Appendix C. Content Analysis (Research questions and Themes) 26
3
1.0 INTRODUCTION
1.1 Background of the study
1.1.1 Social Development
As the internet and video games have become increasingly present in the lives of children
and adolescents, many questions have been raised in relation to how these mediums have impacted
the development of adolescents. Yee (2006) suggests that playing video games does not leave an
individual mentally inept. In fact, Yee explains that many “hardcore” gamers are goal-seeking and
high-achievement students. To further press the point, Cole and Griffiths (2007) explain that online
video games require a high level of social interaction and cooperation. Large numbers of players
must work together to accomplish certain goals and it is only through teamwork that many of these
goals can be met. Additionally, Cole and Griffiths further challenge the myth that gamers are
socially inactive by demonstrating that eighty percent of the 912 participants in their study
preferred to play their games with friends and family. Furthermore, their research showed that
76.2% of the males and 74.7% of the females in the study made good friends within the game
environment. This research suggests that online video games can be a medium through which
adolescents are able to interact with one another and form significant and meaningful relationships
with each other. Krotoski (2004) supports this claim and asserts that MMORPGs encourage group
interaction that results in the forming of significant friendships as well as personal empowerment.
In fact, work by Weibel et al. (2007) suggests that players have a deeper sense of immersion and
enjoyment when playing with other people as compared to simply playing with a computer
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opponent. This may direct gamers to seek out interaction with other human players within the
game.
1.1.2 Community building
Steinkuehler and Williams (2006) propose that online video games work as virtual “third
places” suggesting that online communities allow for informal social interaction and relationship
building. Steinkuehler and Williams liken these online environments to real world third places
such as pubs and coffee shops and stress that conversation and social interaction is the principal
activity within the online game community. It is through dialogue 14 with other gamers that goals
can be accomplished and reliable partners and friends can be made. They further press their
argument by suggesting that these online game communities provide an ease of access that allows
a gamer to be able to enter into this community at any time and be certain of whom he or she will
see there as well as what activities will take place. For example, members of a guild, which
operates in much the same way as a clan, are able to speak with each other, either through text or
audio, regardless of where their avatar is in the game. This ensures instant access to social
interaction.
1.1.3 Family Interaction
Interaction within a video game includes more than relationships with strangers. Durkin
and Barber (2002) explain that gamers tend to have a high level of family closeness as compared
to adolescents who do not play games at all implying that social cohesion within the family is
generally higher with gamers. Moreover, despite the fact that video games are often played alone,
many gamers would prefer to play with friends or family as indicated by interviews with LAN
gamers (Jansz & Martens, 2005). This could be, in part, because the game environment allows
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family members to interact with each other in a new and interesting format that fosters togetherness
and teamwork. Work by Kubey and Larson (1990) suggests that adolescents playing video games
may show higher arousal and more positive subjective states when they play video games with
friends or family. If playing with family and friends can enhance the experience of playing video
games, then this may be an incentive for adolescents to seek out family and friends to play the
game with. Durkin and Barber (2002) suggest this very idea claiming that adolescents that feel
close to their familiesmay play video games more frequently in order to share the experience with
family members. In particular, gaming together can produce stronger bonds between fathers and
sons (Jansz & Martens, 2005).
1.1.4 Notable Concerns
Research by Peters and Malesky (2008) support the idea that players seeking meaningful
relationships within a game may have trouble forming meaningful relationships in the real world.
In a study addressing time played and various personality characteristics, such as agreeableness
and extraversion, among players of World of Warcraft, Peters and Malesky discovered that
neuroticism and agreeableness played a key role in determining problematic usage. Further, Peters
and Malesky suggest that it is logical to suggest that gamers may spend more time in the game in
order to avoid face to face social interactions that may require a higher level of skill. The stress
that arises from rejections in the real-world interactions may.
The purpose of the research is to investigate the implication of computer game on social
interactions of the gamers based on their experience and perspective that both occur within and
outside of the gaming world. It is the experience and perspective which will help others in
obtaining meaningful and desirable knowledge on the truth of gamers social life.
1.2 Statement of the Problem
6
Furthermore, this research aims to answer the following problem:
1. What are the implications of playing computer games in gamer’s social life?
1.3 Significance of the Study
This study is significant in many aspects. It can benefit parents, government organizations
and psychologists.
This study is significant to parents to give them knowledge about the effects of computer
gaming to their children. This will encourage the parents to look out for their children in front of
the computer and limit the time of usage. This will give the parents a glimpse of their child’s social
life caused by computer gaming.
Government organizations will be able to implement events and activities that can help
rejuvenate computer addicts and help them restore their self-esteem and fix their social life. The
results of this study could benefit these events by using it as a basis or as a theme.
Through this study, psychologists will be able to perform their duty, in line with our
generation, to help gamers with their social problems. This study will provide information to
deliver this generation’s problems which will allow the experts to hasten further studies.
1.4 Scope and Delimitation
This study focused on the perspective and experience of the gamers regarding the
implications of gaming to their social life. This study focuses only to the adolescents.
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2.0 METHODOLOGY
This chapter contains the methodology used in the conduct of this study. It incorporated
the respondents of the study, the instruments utilized to gather data and the procedures made to
accumulate the data needed. This chapter is showing how the researcher came to the necessary
data for this study, and how these data were analyzed, interpreted and presented in the easiest way
possible.
2.1 Respondents
The respondents that researchers decided to take on the interview are a long-time gamer
with an extensive perspective and experience through the factors that affects their social life by
playing computer games. The respondents were under the name of Paeng (G01) and Inot (G02).
The respondents were both a teenager which is standard age for a passionate gamer.
The researchers chose the respondent in a purposive sampling. It is a type of sampling
technique in which researcher relies on his or her own judgment when choosing members of
population to participate in the study. The researchers identified the characteristics for them to be
qualified as their respondent. The researchers took a little information about them by asking them
about the research. The researchers chose a teenager respondent since they are already in their
adolescence stage which, having social life is a great aspect to them.
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The respondents were both 17 years old and a Senior High School Students They both
experienced digital gaming in their early stages of childhood which is maintained up to now. Both
have experienced a good effect as well as bad effect of gaming in their social life.
2.2 Instruments
The interview protocol contains a guide to the respondents for them to answer the interview
questions properly. The researchers provided an input to the key research questions in the protocol
for the respondents. Prior to that, we also prepared probes to follow key questions and transition
questions for a good flow of interview. The interview guide was built to conduct a qualitative
interview in which highlights the known and unknown issues in the topic. The respondents may
expose many things but by using the instructions the researchers used on the issues needed to
explore. This is the way to build a boundary around the research area. Moreover, it is very hard to
record everything in the interview therefore, the researchers used an electronic device for
recording.
2.3 Data Gathering Procedure
The instrument used in this study to gather data was the interview questions. The researcher has
followed certain procedures in the conduct of this study.
1. Knowing the respondents brief background. The researchers first task was to identify
the essential background information about the respondents to know if they can be
qualified as the study’s respondents.
2. Proving an interview consent. The researcher asked the respondent about the interview
by giving a printed consent. The consent contains the necessary information for the
respondent to know.
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3. Securing the confidentiality. As part of the researcher’s obligation, the researcher’s
interviewees guaranteed the confidentiality of their privacy. The researcher’s assured
them that any information recorded will not leak or be shared to the public. Both
respondent said that revealing their name in this study is fine for them.
4. Preparing the instruments. The researchers prepared the questions that will be used for
the interview. After that, the researcher reminded the interviewee that a recording
device will be used in the interview.
5. Informing about the transcript. The researchers informed them that a transcript will be
provided for clarification and amendment.
6. Starting the interview. The researchers made the respondent relaxed for the interview
for them to answer properly and ease up nervousness. The researchers then started the
interview by asking questions about the respondent’s background with relation to the
study.
7. Taking notes carefully. The researchers did not only listen to the respondent but also
observing their remarks.
8. Validating the instrument. After the interview is the validation of the recording by
checking it. The researchers begun to construct the transcript after validating the
recording. It is analyzed and interpreted through the data gather and formulate themes
that serves as the answer to the research problem.
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3.0 RESULTS AND DISCUSSION
This chapter represents an analysis and interpretation of the data obtained in the study and
discusses an in-depth exploration of the research problem. Its findings were based on the data
gathered through the transcript of interview from the respondents. Those data were then analyzed
to be presented, discussed and interpreted and emerged as the themes that serves an answer to the
research problem.
3.1 Implications of computer gaming on social life.
3.1.1 Interacting with family members
Excessive activity leads to poor parental advisory because of failed responsibilities.
Evidently, computer gaming affects the parental interaction. Both respondents uttered that they
experienced scolding to their mother as they were exhibiting bad manners in return. According to
the respondent, Paeng, he became furious to his mother as he was scolded due to playing computer
games. He uttered; “Kapag pinapagalitan ako ng mama ko sa sobrang tagal maglaro,
napapasagot na din ako sa kanya. Palagi niyang sinasabing hindi ko na siya nasusunod.” He
clearly stated that, too much putting a lot of time on computer gaming will result to bad way of
giving advisory from your mother and somehow makes you rude to your answers. According to
another respondent, Inot, his mother has been always scolding him for the reason that he doesn’t
11
maintain his time on playing computer games and failed to recognize his responsibility at home.
Inot uttered; “Nasesermonan ako ni mama kapag tumagal ako sa paglalaro kasi may mga
responsibilidad ako sa bahay.”
Promotes prosocial behavior to family relatives. Both respondents said that computer
gaming can also inflict good things to family. It generates attachment to the family from the results
of a satisfied responses of family members to computer gaming. Paeng experienced found
closeness to his elder brother as they both play the same computer game. Paeng uttered; “Naging
mas close rin kami lalo ng kuya kasi parehas kami ng hobby, palagi ko siyang nakakalaro.”
Paeng’s father also became part of his gaming life because his father always supports him on his
playing computer-generated games and the gaming equipment he wanted. He uttered;
“Thankful ako sa dad ko kasi sinusuportahan niya ako sa paglalaro, yung
tipong nag-dodota ako tapos pag nakikita niya akong naglalaro, chinecheer pa
niya ako tapos pag free time nakakuwentuhan ko siya about sa games tapos okay
naman yung reaction ayun. Tapos yung mga gaming set-up ko, yung PS4 at PC,
siya yung nag-provide sa akin nun.”
A wide variety of games generates entertainment to the family. According to Inot, various
games creates enjoyment to him and his mother as they tend to play computer-generated games
like Just Dance played from the XBOX ONE in their home. Her mother also played the same game
Inot was addicted with and she plays along with him sometimes. According to Inot;
“Pinapagalitan ako ni mama pagsumsobra lang ako sa paglalaro pero
sa katunayan, nakikipaglaro rin siya sa akin ng just dance, natutuwa nga kami eh
kasi masaya yung laruin lalo na sa family members. Tsaka ano rin, natuto ring
nag DOTA yung mama ko tapos may time na kalaro ko siya minsan. Pero hindi
naman siya adik na katulad ko.”
Table 1. Implications of computer gaming in interacting with family members.
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Theme Sample Responses
Excessive activity leads to poor parental
advisory because of failed responsibilities.
 Kapag pinapagalitan ako ng mama ko sa
sobrang tagal maglaro, napapasagot na din
ako sa kanya. Palagi niyang sinasabing
hindi ko na siya nasusunod. (G01)
 Nasesermonan ako ni mama kapag tumagal
ako sa paglalaro kasi may mga
responsibilidad ako sa bahay. (G02)
Promotes prosocial behavior to family
relatives.
 Naging mas close rin kami lalo ng kuya kasi
parehas kami ng hobby, palagi ko siyang
nakakalaro. (G01)
 Thankful ako sa dad ko kasi sinusuportahan
niya ako sa paglalaro, yung tipong nag-
dodota ako tapos pag nakikita niya akong
naglalaro, chinecheer pa niya ako tapos pag
free time nakakuwentuhan ko siya about sa
games tapos okay naman yung reaction
ayun. Tapos yung mga gaming set-up ko,
yung PS4 at PC, siya yung nag-provide sa
akin nun. (G01)
 Pinapagalitan ako ni mama pagsumsobra
lang ako sa paglalaro pero sa katunayan,
nakikipaglaro rin siya sa akin ng just dance,
natutuwa nga kami eh kasi masaya yung
laruin lalo na sa family members. Tsaka ano
rin, natuto ring nag DOTA yung mama ko
tapos may time na kalaro ko siya minsan.
Pero hindi naman siya adik na katulad ko.
(G02)
3.1.2 Socializing to non-relative persons
Gamers tend to lie to their relationship partner for their own pleasure. Both
respondents stated a clear fact that they are committed to someone. Surprisingly, computer gaming
also affects the relations of the two persons who are committed to each other. It makes the gamer
generate false utterances to excuse his gaming activity. According to Paeng; “Masama ang epekto
13
sa relasyon namin. Nagsisinungaling ako pero sige parin ako, tuloy pa rin ako sa ginagawa ko
para lang sa sarili kong kaligayahan na makapag laro.”.
According to Inot, he always excused himself when her girlfriend tried to talk or go out
with him but he always responds a lie that he doesn’t feel well. He just spending his time on playing
computer gamers rather than talking and going out with his girlfriend. He uttered;
“Ang nangyari ano, nag-break kami kasi nagsisinungaling ako sa kanya
minsan kasi hindi ako nag-rereply sa kanya palagi at hindi ako sumasama sa
kanya minsan kasi sinasabi ko na masama pakiramdam ko pero naglalaro lang
talaga ako nun.”
Gamers earn friends who have the same preference in games. You can earn friends by
playing the same game. Same preference of games will lead to close friendship because there’s a
thing that both person likes. Paeng said; “Ngayon Senior High, lumipat ako FEU tapos ‘yung mga
kaibigan ko ngayon, naging ka-close ko talaga sila sa paglalaro nga mga games dahil parehas
kami ng games tulad ng DOTA o NBA 2k.” Social isolation as a result of gaming is not true at all
times especially when you are the one who invite friends who like to play the same game. Paeng
uttered; “Niyayaya ko madalas yung mga kaklase ko rito sa dorm para maglaro ng PS4 tapos
doon lumalakas yung bond namin, mas nagiging masaya kami sa isa’t isa tapos pag hindi naman
PS4, sa DOTA2.”
According to Inot, he earned his friends with the same reason also. He uttered;
“Nagkakaroon ako ng kaibigan sa klase namin kasi ang dahilan eh parehas kami na mahilig mag
DOTA tapos pag naglalaro na kami minsan sa com shop, may mga nababadtrip kasi natatalo pero
pag lumabas na kami masaya parin kami.
14
Builds a good social relationship within the gaming community. Both respondents
experienced a good interaction in their respective gaming community. Stated by Paeng, he
experienced good socializing to the other gamers when it comes to trading or negotiating items in
the game. This somehow leads to a satisfied and fair experience towards interacting in gaming
community. He said;
“Minsan may mga makakalaro ako na nagagalingan ako sa kanila or
nagagalingan sila sa’kin. Basta magkakampi kayo sa game na ‘yon. Don ko sila
nakikilala. Meron din naman, halimbawa sa pagdating sa mga items na binibenta
sa mga game, ‘don din ‘yung mga maayos ‘yung pakikipag-communicate, kung
kanino sila nakikipag-tradeor nakikipag-negotiate. Minsan nagiging kaibigan ko
na rin sila kasi maganda silang kausap, madali silang kausap.”
According to Inot, he builds his social relationship with other people in the gaming
community when he feels too much pleasure in playing then he or the other person plan to meet
and see each other to such occasions. He said; “Meron namankasi akomga nakikilala sa paglalaro
ng online games e, lalo na pag minsan napapasarap ang laro mo e magiging friendly ka sa mga
tao na yon. Ako or sila yung nagpaplano kung lalabas ba para magkita ganun. Ta's nakakasama
namin sa mga swimming ganon, mga gathering sa convention ganon.”
Table 2. Implications of computer gaming in socializing to other persons.
Theme Sample Responses
Gamers tend to lie to their relationship
partner for their own pleasure.
 Masama ang epekto sa relasyon namin.
Nagsisinungaling ako pero sige parin ako,
tuloy pa rin ako sa ginagawa ko para lang
sa sarili kong kaligayahan na makapag
laro. (G01)
 Ang nangyari ano, nag-break kami kasi
nagsisinungaling ako sa kanya minsan kasi
hindi ako nag-rereply sa kanya palagi at
hindi ako sumasama sa kanya minsan kasi
15
sinasabi ko na masama pakiramdam ko pero
naglalaro lang talaga ako nun. (G02)
Gamers earn friends who have the same
preference in games.
 Ngayon Senior High, lumipat ako FEU
tapos ‘yung mga kaibigan ko ngayon,
naging ka-close ko talaga sila sa paglalaro
nga mga games dahil parehas kami ng
games tulad ng DOTA o NBA 2k. (G01)
 Niyayaya ko madalas yung mga kaklase ko
rito sa dorm para maglaro ng PS4 tapos
doon lumalakas yung bond namin, mas
nagiging masaya kami sa isa’t isa tapos pag
hindi naman PS4, sa DOTA2. (G01)
 Nagkakaroon ako ng kaibigan sa klase
namin kasi ang dahilan eh parehas kami na
mahilig mag DOTA tapos pag naglalaro na
kami minsan sa com shop, may mga
nababadtrip kasi natatalo pero pag lumabas
na kami masaya parin kami. (G02)
Builds a good social relationship within the
gaming community.
 Minsan may mga makakalaro ako na
nagagalingan ako sakanila or nagagalingan
sila sa’kin. Basta magkakampi kayo sa
game na ‘yon. Don ko sila nakikilala.
Meron din naman, halimbawa sa pagdating
sa mga items na binibenta sa mga game,
‘don din ‘yung mga maayos ‘yung
pakikipag-communicate, kung kanino sila
nakikipag-trade or nakikipag-negotiate.
Minsan nagiging kaibigan ko na rin sila
kasi maganda silang kausap, madali silang
kausap. (G01)
 Meron naman kasi ako mga nakikilala sa
paglalaro ng online games e, lalo na pag
minsan napapasarap ang laro mo eh
magiging friendly ka sa mga tao na yon.
Ako or sila yung nagpaplano kung lalabas
ba para magkita ganun. Ta's nakakasama
namin sa mga swimming ganon, mga
gathering sa convention ganon. (G02)
In summary, there were four (4) overall implications of computer gaming in this study
and these are poor parental advisory, prosocial behavior, dishonesty, and builds relationship.
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Table 3. Summary of Computer Gaming’s implication on social life.
Category Implications Overall implications
Interacting with
family members
Excessive activity leads to poor
parental advisory because of failed
responsibilities.
Prosocial behavior
Builds relationship
Poor parental advisory
Being dishonest
Promotes prosocial behavior to other
family relatives.
Socializing to
other people
Gamers tend to lie to their relationship
partner for their own pleasure.
Gamers earn friends who have the
same preference in games.
Builds a good social relationship
within the gaming community.
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4.0 SUMMARY, CONCLUSIONS AND RECOMMENDATIONS
This chapter presents the summary of the study, and recommendations derived from the
analysis and interpretation of the data.
4.1 Summary
This study aimed to determine the implications of computer gaming on the perspective and
experience of the gamers’ social life. It was done by interviewing two respondents. Interview
questions as regards to the study were used to gather information. Thorough data analyzing on the
transcript was used to find out the implications of computer gaming accommodating only the scope
and delimitations of the study. After the rigid analyzation of data, the findings were formulated.
4.1.1 Findings
When it comes to family matters, computer gaming can generate poor parental advisory
and promotes prosocial behavior. Poor parental advisory can be attained when you always exhibit
excessive activity on playing computer gaming. This leads to scolding from your mother. The
latter can be gained on various games only that advertises family entertainment.
In socializing to non-relative persons, there are implications that were acquired from the
gamers. Prosocial behavior can also be generated to your friends. Inviting your friends to play with
you not only benefit others but also yourself when it comes to social development.
18
Being dishonest to relationship partner can be triggered by computer gaming as gamers
tend to lie just to excuse themselves to seek pleasure. The positive thing is, computer gaming builds
relationship inside the virtual world of gaming. You will earn friends and perhaps meet them in
person.
4.2 Conclusion
The following conclusions were derived from the findings. There were four (4) overall
implication of computer gaming attained from this study. These were (1) Prosocial Behavior, (2)
Builds relationship, (3) Poor parental advisory, and (4) Being dishonest. There were bad and good
implications that has been formulated. The first two implications can benefit to the social life
development of gamers when it comes to playing computer games. The last two implications give
social life decline to the gamers. It can be concluded that you can benefit and suffer from playing
computer games which is highly dependable to yourself.
4.3 Recommendations
Based on the study, various recommendations were attained.
Limit the usage of playing computer games to addicted gamers to lessenthe activity.
Computer gaming profoundly affects our time instead of doing our responsibilities and this leads
to poor parental advisory. By that, computer gaming must be monitored for both the gamer and
parents have a fair communication to each other.
Variety of games enhances and builds a good social interaction for everyone. Various
computer-generated games results to prosocial behavior to the family and to other persons as
clearly emphasized by both respondent. This indicates that computer gaming is not only a solitary
activity but also done in a solidarity activity.
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Perform a better parental supervision to pursue the gamers to have a proper
maintenance on playing games. The parents’ gamer child will not obey them if they approach
their child in an improper manner. The parents should conduct good conversation with your child
to make the tendency high of him obeying you.
Communication between relationship partners should be done in proper way. Having
a good talk with your partner will make the gamer earn a better understanding what he/she’s doing.
This will ease up the tension between the relationship partners.
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References
Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-
playing gamers. Cyber Psychology & Behavior, 10(4), 575-583.
Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent
development. Applied Developmental Psychology, 23, 373-392.
Griffiths, M.D. (2005). The therapeutic value of videogames. In J. Goldstein & J. Raessens (Eds.),
Handbook of Computer Game Studies. pp. 161-171. Boston: MIT Press.
Jansz, J., & Martens, L. (2005). Gaming at a LAN event: The social context of playing video
games. New Media and Society, 7, 333-355.
Krotoski, A. (2004). Chicks and joysticks: An exploration of women and gaming. London:
entertainment and Leisure Software Publishers Association
Kubey, R., & Larson, R. (1990). The use and experience of the new video media among
children and adolescents. Communication Research, 17, 107-130.
Peters, C., & Malesky, A. (2008). Problematic usage among highly-engaged players of
massively multiplayer online role playing games. CyberPsychology and Behavior, 11,
481-484.
Steinkuehler, C., & Williams, D. (2006). Where everybody knows your (screen) name: Online
games as "third places". Journal of Computer-Mediated Communication, 11, 885-909.
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Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., & Groner, R. (2008). Playing online games
against computer vs. human-controlled opponents: Effects on presence, flow, and
enjoyment. Computers in Human Behavior, 24, 2274-2291.
Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively
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Appendix A
Letter to Respondents
January 27, 2017
Dear Respondent:
We are presently working on a thesis entitled, “Social life development and decline: The
double-edged implication of computer gaming”, as a requirement of the subject Practical Research
1 in Far Eastern University NRMF Senior High School. As you are currently a gamer, we wanted
to explore your perspective and experience towards computer gaming’s implication to your social
life. By that, we are conducting and interview to you to gather important data we need in our
research. We are asking at most 15 minutes of your time to complete the interview. Rest assured
that your participation is completely anonymous as no identifying information will be spread and
leaked. The data that you will provide will be treated with utmost respect and confidentiality, and
that the results will be used for research and educational purposes only.
Very truly yours,
AMINODDIN DOMADO KEONE LOPEZ MICO LACAY
22
Researcher Researcher Researcher
KEITH AMOGUIS ALYSSA GO HANNAH ONOD
Researcher Researcher Researcher
Appendix B
Interview Transcript
RESPONDENT A
Researcher: Pwede mo bang ilahad ang iyong background sa sarili?
Respondent: Ang pangalang ko ay si Jade Raphael Gatchalian, 17 years old. Nung una, una pa
lang nagsimula na 'kong maglaro ng mga games is nung grade 1 ata 'ko noon. Yun yung unang
beses na nakapaglaro ako ng computer games which is yung Dota 1. Yun pa yung uso nun. Yun
pa yung kinagisnan ko. Mas nauna pa akong maglaro ng mga video games kaysa sa mga outdoor
games. Yung mga taya-tayaan ganun kasi 'di talaga ako pinapalabas ng parents ko noon. Lalong
lalo na yung mommy ko nun kasi stricto siya ganon. Pati nga pag bike 'di ako natuto nun eh. Tapos,
edi yun nga grade 1 nagsimula ako Dota 1 ganon hanggang ano 'yon grade 4, naglalaro pa rin ako
nun. Tapos medyo natigil ako nun kasi pinilit ako ng daddy ko na try naman maglaro sa labas.
Mga basketball ganun. Tapos tinuruan ako ng daddy ko pati ng kuya ko. Tapos pumasok ako ng
varsity. Oh diba! Ang lupet! Varsity pre. Basta yun. Yung masasabi ko naman sa social life ko,
pag dating sa pag ge-gaming ko, may mabuting effects siya sakin pati masama. Oo, nagkakaroon
ako ng mga new friends, mga masasayang tao na nakakasama ko dahil sa pag ge-game. Pero, yung
masasamang effects nun sakin, yung iba kong kaibigan na sa personal ko lang talaga sila nakilala,
parang nawawalan ako ng oras sa kanila. Parang wala na yung pagiging close namin sa isa't isa.
Simula nun, bata pa lang ako nakikita ko na, na ganon talaga kaso wala eh, ang saya mag laro kaya
ayos lang sakin.
Researcher: Ano ang average na oras ng paglalaro mo ng computer games ngayon?
Respondent: Lagi kasi ang laro ko is 8 to [...] 8 ng gabi hanggang alas dos. 2:00 ng madaling
araw, so 4 to 6 hours mga ganon.
Researcher: May mga naging kaibigan ka dahil sa computer gaming?
Respondent: ‘Yung ano, ‘yung mga kaibigan ko ngayon sa ano nilipatan kong school ngayon kasi
previous school ko Junior High tas ngayon Senior High, lumipat ako FEU tapos ‘yung mga
kaibigan ko ngayon, naging ka-close ko talaga sila […pauses…] sa paglalaro nga mga games dahil
23
parehas kami ng games tulad ng DOTA o NBA 2k. Well, hindi lang naman computer games, video
games, pati na rin sa basketball nagkakaayaan kami.
Researcher: Pagdating sa pag-aaral, anong epekto nito sayo?
Respondent: Merong effect yung gaming ko sa pag-aaral. Apektadong-apektado yung pag-aaral
ko dahil sa gaming. Minsan nakakabuti ang gaming sa pag-aaral, nakaka-relieve siya ng stress.
Researcher: Paano naman ito nakakaapekto sa pakikitungo mo sa pamilya mo?
Respondent: Kapag pinapagalitan ako ng mama ko sa sobrang tagal maglaro, napapasagot na din
ako sa kanya. Palagi niyang sinasabing hindi ko na siya nasusunod. Tapos yung postive effect niya
ano […] Naging mas close rin kami lalo ng kuya kasi parehas kami ng hobby, palagi ko siyang
nakakalaro. Thankful ako sa dad ko kasi sinusuportahan niya ako sa paglalaro, yung tipong nag-
dodota ako tapos pag nakikita niya akong naglalaro, chinecheer pa niya ako tapos pag free time
nakakuwentuhan ko siya about sa games tapos okay naman yung reaction ayun. Tapos yung mga
gaming set-up ko, yung PS4 at PC, siya yung nag-provide sa akin nun.
Researcher: May mga pagkakataon ba na nakabuo ka ng isang relasyon sa isang tao na nakilala
mo lang dahil sa online games? Ano ang origin nito?
Respondent: Minsan may mga makakalaro ako na nagagalingan ako sakanila or nagagalingan sila
sa’kin. Basta magkakampi kayo sa game na ‘yon. Don ko sila nakikilala. Meron din naman,
halimbawa sa pagdating sa mga items na binibenta sa mga game, ‘don din ‘yung mga maayos
‘yung pakikipag-communicate, kung kanino sila nakikipag-trade or nakikipag-negotiate. Minsan
nagiging kaibigan ko na rin sila kasi maganda silang kausap, madali silang kausap.
Researcher: Kung may karelasyon ka, anong epekto ng gaming sa relasyon niyo. Kung wala, isa
ba ang gaming sa dahilan kung bakit wala?
Respondent: Masama […laughs…] ang epekto sa relasyon namin. Nagsisinungaling ako pero
sige parin ako, tuloy pa rin ako sa ginagawa ko para lang sa sarili kong kaligayahan na makapag
laro.
Researcher: Masaya ka naman ba sa pakikitungo ng mga tao sayo?
Respondent: Oo, masaya naman. Masaya naman ako, ano kasi […] lahat ng […] ayon nga, lahat
naman ng nilalaro ko, nilalaro rin ng mga kaibigan ko. Minsan, kahit hindi ko na sila yayain, sila
pa yung nagyayaya sa’kin kaya masaya nnaman lalo kaming nagiging close ng mga ka […] ka-
tropa ko ngayon.
Researcher: Sa kabuuan, maganda ba or pangit ang epekto ng gaming sa social life mo?
Respondent: May panget, pero mostly maganda talaga siya. Positive yung eeffect niya sa social
life ko.
Researcher: Anong maipapayo mo sa iba na katulad mong gamer?
24
Respondent: Mapapayo ko lang sa mga katulad kong gamer is limitahan niyo yung ano... yung
paglalaro niyo. Maglaro lang kayo 'pag free time niyo, yung wala kayong kailangang gawin.
'Tsaka, 'pag free time niyo siguro... makipag socialize din kayo sa ibang tao ganon. So, 'yon ano...
gawin niyo lang na past time. 'Wag niyo masyadong karerin ang paglalaro.
RESPONDENT B
Researcher: Pwede mo bang ilahad ang iyong background sa sarili?
Respondent: Ako si Toni Kyle L. Lirio, 17 years old. Uhm, nagsimula ako maglaro nung ano
nung grade 1 ako. Ano, ah nung una ano lang yun, yung larong kalye ganun, nagtatayatayaan sa
gabi ganun tapos sa hapon naglalaro ng ano ng jolen tsaka ng ano text tsaka ng pogs. Naranasan
ko pa nga yun eh. Tapos ano nung, nung ano nung nakalaunan. Uhm, yung mga kaibigan ko niyaya
ako sa ano computer shop tapos ayun yung una ko nilaro Dota 1 pa. Tapos uhm, yung nanay ko
nga rin eh ano dahil saakin ano yung nanay ko naglaro din siya ng Dota tsaka yung Flyff. Yung
online. Uhm, kasi ano, nung grade 1 din ako nagkaron din ako nung ano ng Gameboy tsaka ng ano
tsaka ng, siyempre maraming consoles na ano na nakalaro ko sa mga kaibigan ko. Meron din sila
ng ano kasi Gameboy din eh. Tapos uhm, nung grade 3 naman ako nagkaroon naman ako ng PSP.
Yung PSP na ano, PSP 3000 pa, tas ang dami kong games dun. Pero di pa rin ako na ano natinag
sa ano sa paglalaro sa labas. Parang mas pinili ko pa rin maglaro sa labas ng ano ng piko tsaka ng
mga ano, jolen! Hindi! Naglalaro talaga ako ng jolen tsaka ng ano, ng yung mga normal na nilalaro
ng mga bata nung napanahunan. Yung mga nauna pa. Tapos uhm, nakaapekto sa ano sa buhay ko
yung paglalaro ng computer games na ano. Minsan yung, nung grade ano ako grade 5, yung ano
ko yung grades ko ano. Okay pa naman, okay pa naman. Nakokontrol ko pa, pero kasi minsan
napapagalitan na rin ako ni mama kasi sumosobra na sa oras. Tapos uhm, meron pa nga yung
nagkaron kami ng computer nun. Uhm, di na ako nag computer shop pero parang dun naman ako
sa bahay parang naglalaro ako 10 hours lang mga ganun. Sobrang nakaapekto sa buhay ko yun
kasi kumbaga 10 hours na naglalaro tapos papagalitan na ako ng nanay ko, 'di na ako 'di ko na
nagagawa chores ko tsaka yung minsan yung assignment ko 'di ko pa nagagawa. Tapos ano nung,
diba ano sa PC, kakalaro ko ng ano. Uhm, uhm. Yung, yung parents ko na nalayo yung loob saakin
kasi kumbaga yung dun na nagre-revolve yung buhay ko. Tapos siyempre nakakaapekto yun sa
grades ko. Tapos dati, kaya ko mag ano, mag top nun. Grade ano grade 5 ako grade 6 mga middle
school. Hindi, mahirap kasi talaga kasi ano nagaral kasi ako sa ano, sa Claret. Eh medyo, Claret
School of Quezon City dun sa Maginhawa, UP Teachers Village. Medyo ano, nahirapan ako tas
natakot din ako sa sarili ko kasi, ano nga yun nga dahil sa PC naapektohan yung buhay ko.
Researcher: Ano ang average na oras ng paglalaro mo ng computer games ngayon?
25
Respondent: Nagsisimula ako ng 6 o clock ng gabi hanggang 1 ng madaling araw, pero meron
ding araw na 5 oras lang ang paglalaro ko sa isang araw, sa madaling salita ang average na
paglalaro ko ay 5-7 hours.
Researcher: May mga naging kaibigan ka dahil sa computer gaming?
Respondent: Nagkakaroon ako ng kaibigan sa klase namin kasi ang dahilan eh parehas kami na
mahilig mag DOTA tapos pag naglalaro na kami minsan sa com shop, may mga nababadtrip kasi
natatalo pero pag lumabas na kami masaya parin kami.
Researcher: Pagdating sa pag-aaral, anong epekto nito sayo?
Respondent: Minsan yung, nung grade ano ako grade 5, yung ano ko yung grades ko ano. Okay
pa naman, okay pa naman. Nakokontrol ko pa, pero kasi minsan napapagalitan na rin ako ni mama
kasi sumusobra sa oras.
Researcher: Paano naman ito nakakaapekto sa pakikitungo mo sa pamilya mo?
Respondent: Nasesermonan ako ni mama kapag tumagal ako sa paglalaro kasi may mga
responsibilidad ako sa bahay. Pinapagalitan ako ni mama pagsumsobra lang ako sa paglalaro pero
sa katunayan, nakikipaglaro rin siya sa akin ng just dance, natutuwa nga kami eh kasi masaya yung
laruin lalo na sa family members. Tsaka ano rin, natuto ring nag DOTA yung mama ko tapos may
time na kalaro ko siya minsan. Pero hindi naman siya adik na katulad ko.
Researcher: May mga pagkakataon ba na nakabuo ka ng isang relasyon sa isang tao na nakilala
mo lang dahil sa online games? Ano ang origin nito?
Respondent: Meron naman kasi ako mga nakikilala sa paglalaro ng online games e, lalo na pag
minsan napapasarap ang laro mo e magiging friendly ka sa mga tao na yon, Nakikipag meet up
sila minsan tapos nagiging kaibigan namin sila. Ako or sila yung nagpaplano kung lalabas ba para
magkita ganun. Ta's nakakasama namin sa mga swimming ganon, mga gathering sa convention
ganon.
Researcher: Kung may karelasyon ka, anong epekto ng gaming sa relasyon niyo. Kung wala, isa
ba ang gaming sa dahilan kung bakit wala?
Respondent: Ang nangyari ano, nag-break kami kasi nagsisinungaling ako sa kanya minsan kasi
hindi ako nag-rereply sa kanya palagi at hindi ako sumasama sa kanya minsan kasi sinasabi ko na
masama pakiramdam ko pero naglalaro lang talaga ako nun.
Researcher: Masaya ka naman ba sa pakikitungo ng mga tao sayo?
Respondent: Para sakin normal naman ang pakikitungo ng mga tao sakin. masasabi kong masaya
naman ako dahil may mga kaibigan din akong naglalaro ng computer games na kagaya ko. madalas
pa nga ang usapan ay tungkol sa paglalaro ng computer games at mas in na in pag naglalaro ka din
ng computer games kasi halos lahat ng kaibigan ko ay naglalaro rin kagaya ko.
26
Researcher: Sa kabuuan, maganda ba or pangit ang epekto ng gaming sa social life mo?
Respondent: Para sa akin, ano, secondary lang naman ang paglalaro eh. Na-realize ko na, ano, sa
secondary lang ang paglalaro hindi dapat siya pinapriority mas priority pa rin ang arral kaysa sa
ano sa ganun pagcocomputer.
Researcher: Anong maipapayo mo sa iba na katulad mong gamer?
Respondent: Dapat ano, nililimitahan din yung ano yung sarili din sa pagcocomputer tas ano kasi
[…] yung social life kasi sa computer, iba kasi sa totoong buhay din.
APPENDIX C
Content Analysis
Generating the theme
Research Question Codes Respondent
What are the
implications of
playing computer
games in gamer’s
social life?
Excessive activity
leads to poor parental
advisory because of
failed responsibilities.
Kapag pinapagalitan ako ng mama ko sa sobrang
tagal maglaro, napapasagot na din ako sa kanya.
Palagi niyang sinasabing hindi ko na siya
nasusunod. (G01)
Nasesermonan ako ni mama kapag tumagal ako sa
paglalaro kasi may mga responsibilidad ako sa
bahay. (G02)
Promotes prosocial
behavior to other
family relatives.
Naging mas close rin kami lalo ng kuya kasi
parehas kami ng hobby, palagi ko siyang
nakakalaro. Thankful ako sa dad ko kasi
sinusuportahan niya ako sa paglalaro, yung tipong
nag-dodota ako tapos pag nakikita niya akong
naglalaro, chinecheer pa niya ako tapos pag free
time nakakuwentuhan ko siya about sa games
tapos okay naman yung reaction ayun. Tapos
yung mga gaming set-up ko, yung PS4 at PC, siya
yung nag-provide sa akin nun. (G01)
Pinapagalitan ako ni mama pagsumsobra lang ako
sa paglalaro pero sa katunayan, nakikipaglaro rin
siya sa akin ng just dance, natutuwa nga kami eh
kasi masaya yung laruin lalo na sa family
members. Tsaka ano rin, natuto ring nag DOTA.
yung mama ko tapos may time na kalaro ko siya
minsan. Pero hindi naman siya adik na katulad ko.
(G02)
27
Gamers tend to lie to
their relationship
partner for their own
pleasure.
Masama […laughs…] ang epekto sa relasyon
namin. Nagsisinungaling ako pero sige parin ako,
tuloy pa rin ako sa ginagawa ko para lang sa sarili
kong kaligayahan na makapag laro. (G01)
Ang nangyari ano, nag-break kami kasi
nagsisinungaling ako sa kanya minsan kasi hindi
ako nag-rereply sa kanya palagi at hindi ako
sumasama sa kanya minsan kasi sinasabi ko na
masama pakiramdam ko pero naglalaro lang
talaga ako nun. (G02)
Gamers earn friends
who have the same
preference in games.
Yung ano, ‘yung mga kaibigan ko ngayon sa ano
nilipatan kong school ngayon kasi previous
school ko Junior High tas ngayon Senior High,
lumipat ako FEU tapos ‘yung mga kaibigan ko
ngayon, naging ka-close ko talaga sila
[…pauses…] sa paglalaro nga mga games dahil
parehas kami ng games tulad ng DOTA o NBA
2k. (G01)
Nagkakaroon ako ng kaibigan sa klase namin kasi
ang dahilan eh parehas kami na mahilig mag
DOTA tapos pag naglalaro na kami minsan sa
com shop, may mga nababadtrip kasi natatalo
pero pag lumabas na kami masaya parin kami.
(G02)
Builds a good social
relationship within the
gaming community.
Minsan may mga makakalaro ako na
nagagalingan ako sakanila or nagagalingan sila
sa’kin. Basta magkakampi kayo sa game na ‘yon.
Don ko sila nakikilala. Meron din naman,
halimbawa sa pagdating sa mga items na
binibenta sa mga game, ‘don din ‘yung mga
maayos ‘yung pakikipag-communicate, kung
kanino sila nakikipag-trade or nakikipag-
negotiate. Minsan nagiging kaibigan ko na rin sila
kasi maganda silang kausap, madali silang
kausap. (G01)
Meron naman kasi ako mga nakikilala sa
paglalaro ng online games e, lalo na pag minsan
napapasarap ang laro mo e magiging friendly ka
sa mga tao na yon, Nakikipag meet up sila minsan
tapos nagiging kaibigan namin sila. Ako or sila
28
yung nagpaplano kung lalabas ba para magkita
ganun. Ta's nakakasama namin sa mga swimming
ganon, mga gathering sa convention ganon. (G02)
Categorizing the themes
Category Themes
Interacting with family members
Excessive activity leads to poor parental advisory because of
failed responsibilities.
Promotes prosocial behavior to other family relatives.
Socializing with non-relative
persons
Gamers tend to lie to their relationship partner for their own
pleasure.
Gamers earn friends who have the same
preference in games.
Builds a good social relationship within the gaming
community.

Qualitative Research on Computer Gaming (Practical Research 1)

  • 1.
    SOCIAL LIFE DEVELOPMENTAND DECLINE: THE DOUBLE-EDGED IMPLICATIONS OF COMPUTER GAMING ON ADOLESCENTS A PAPER SUBMITTED TO Sir Alan Canonigo In partial fulfilment of the requirement of the subject Practical Research 1 (Qualitative Research) SUBMITTED BY Amoguis, Keith Domado, Aminoddin Lacay, Mico Lopez, Keone Go, Alyssa Onod, Hannah March 2017
  • 2.
    1 TABLE OF CONTENTS Listof Tables 1 List of Appendices 2 1.0 Introduction 3 1.1 Background of the Study 1.1.1 Social Development 1.1.2 Community Building 1.1.3 Family Interaction 1.1.4 Notable Concerns 3 3 4 4 5 1.2 Statement of the Problem 5 1.3 Significance of the Study 1.4 Scope and Delimitation 6 6 2.0 Methodology 7 2.1 Respondents 7 2.2 Instruments 8 2.3 Data Gathering Procedure 8 3.0 Results and Discussion 10 3.1 Implications of Computer Gaming to Social life 3.1.1 Interacting with family members 3.1.2 Socializing to non-relative persons 10 10 12 4.0 Summary, Conclusions and Recommendations 17 4.1 Summary 4.1.1 Findings 17 17 4.2 Conclusions 18 4.3 Recommendations 18 References 20
  • 3.
    2 List of Tables Table1. Implications of computer gaming in interacting with family members 11 Table 2. Implications of computer gaming in socializing to other persons. 14 Table 3. Summary of Computer Gaming’s implication on social life 16 List of Appendices Appendix A. Letter to Respondents 21 Appendix B. Interview Transcripts 22 Appendix C. Content Analysis (Research questions and Themes) 26
  • 4.
    3 1.0 INTRODUCTION 1.1 Backgroundof the study 1.1.1 Social Development As the internet and video games have become increasingly present in the lives of children and adolescents, many questions have been raised in relation to how these mediums have impacted the development of adolescents. Yee (2006) suggests that playing video games does not leave an individual mentally inept. In fact, Yee explains that many “hardcore” gamers are goal-seeking and high-achievement students. To further press the point, Cole and Griffiths (2007) explain that online video games require a high level of social interaction and cooperation. Large numbers of players must work together to accomplish certain goals and it is only through teamwork that many of these goals can be met. Additionally, Cole and Griffiths further challenge the myth that gamers are socially inactive by demonstrating that eighty percent of the 912 participants in their study preferred to play their games with friends and family. Furthermore, their research showed that 76.2% of the males and 74.7% of the females in the study made good friends within the game environment. This research suggests that online video games can be a medium through which adolescents are able to interact with one another and form significant and meaningful relationships with each other. Krotoski (2004) supports this claim and asserts that MMORPGs encourage group interaction that results in the forming of significant friendships as well as personal empowerment. In fact, work by Weibel et al. (2007) suggests that players have a deeper sense of immersion and enjoyment when playing with other people as compared to simply playing with a computer
  • 5.
    4 opponent. This maydirect gamers to seek out interaction with other human players within the game. 1.1.2 Community building Steinkuehler and Williams (2006) propose that online video games work as virtual “third places” suggesting that online communities allow for informal social interaction and relationship building. Steinkuehler and Williams liken these online environments to real world third places such as pubs and coffee shops and stress that conversation and social interaction is the principal activity within the online game community. It is through dialogue 14 with other gamers that goals can be accomplished and reliable partners and friends can be made. They further press their argument by suggesting that these online game communities provide an ease of access that allows a gamer to be able to enter into this community at any time and be certain of whom he or she will see there as well as what activities will take place. For example, members of a guild, which operates in much the same way as a clan, are able to speak with each other, either through text or audio, regardless of where their avatar is in the game. This ensures instant access to social interaction. 1.1.3 Family Interaction Interaction within a video game includes more than relationships with strangers. Durkin and Barber (2002) explain that gamers tend to have a high level of family closeness as compared to adolescents who do not play games at all implying that social cohesion within the family is generally higher with gamers. Moreover, despite the fact that video games are often played alone, many gamers would prefer to play with friends or family as indicated by interviews with LAN gamers (Jansz & Martens, 2005). This could be, in part, because the game environment allows
  • 6.
    5 family members tointeract with each other in a new and interesting format that fosters togetherness and teamwork. Work by Kubey and Larson (1990) suggests that adolescents playing video games may show higher arousal and more positive subjective states when they play video games with friends or family. If playing with family and friends can enhance the experience of playing video games, then this may be an incentive for adolescents to seek out family and friends to play the game with. Durkin and Barber (2002) suggest this very idea claiming that adolescents that feel close to their familiesmay play video games more frequently in order to share the experience with family members. In particular, gaming together can produce stronger bonds between fathers and sons (Jansz & Martens, 2005). 1.1.4 Notable Concerns Research by Peters and Malesky (2008) support the idea that players seeking meaningful relationships within a game may have trouble forming meaningful relationships in the real world. In a study addressing time played and various personality characteristics, such as agreeableness and extraversion, among players of World of Warcraft, Peters and Malesky discovered that neuroticism and agreeableness played a key role in determining problematic usage. Further, Peters and Malesky suggest that it is logical to suggest that gamers may spend more time in the game in order to avoid face to face social interactions that may require a higher level of skill. The stress that arises from rejections in the real-world interactions may. The purpose of the research is to investigate the implication of computer game on social interactions of the gamers based on their experience and perspective that both occur within and outside of the gaming world. It is the experience and perspective which will help others in obtaining meaningful and desirable knowledge on the truth of gamers social life. 1.2 Statement of the Problem
  • 7.
    6 Furthermore, this researchaims to answer the following problem: 1. What are the implications of playing computer games in gamer’s social life? 1.3 Significance of the Study This study is significant in many aspects. It can benefit parents, government organizations and psychologists. This study is significant to parents to give them knowledge about the effects of computer gaming to their children. This will encourage the parents to look out for their children in front of the computer and limit the time of usage. This will give the parents a glimpse of their child’s social life caused by computer gaming. Government organizations will be able to implement events and activities that can help rejuvenate computer addicts and help them restore their self-esteem and fix their social life. The results of this study could benefit these events by using it as a basis or as a theme. Through this study, psychologists will be able to perform their duty, in line with our generation, to help gamers with their social problems. This study will provide information to deliver this generation’s problems which will allow the experts to hasten further studies. 1.4 Scope and Delimitation This study focused on the perspective and experience of the gamers regarding the implications of gaming to their social life. This study focuses only to the adolescents.
  • 8.
    7 2.0 METHODOLOGY This chaptercontains the methodology used in the conduct of this study. It incorporated the respondents of the study, the instruments utilized to gather data and the procedures made to accumulate the data needed. This chapter is showing how the researcher came to the necessary data for this study, and how these data were analyzed, interpreted and presented in the easiest way possible. 2.1 Respondents The respondents that researchers decided to take on the interview are a long-time gamer with an extensive perspective and experience through the factors that affects their social life by playing computer games. The respondents were under the name of Paeng (G01) and Inot (G02). The respondents were both a teenager which is standard age for a passionate gamer. The researchers chose the respondent in a purposive sampling. It is a type of sampling technique in which researcher relies on his or her own judgment when choosing members of population to participate in the study. The researchers identified the characteristics for them to be qualified as their respondent. The researchers took a little information about them by asking them about the research. The researchers chose a teenager respondent since they are already in their adolescence stage which, having social life is a great aspect to them.
  • 9.
    8 The respondents wereboth 17 years old and a Senior High School Students They both experienced digital gaming in their early stages of childhood which is maintained up to now. Both have experienced a good effect as well as bad effect of gaming in their social life. 2.2 Instruments The interview protocol contains a guide to the respondents for them to answer the interview questions properly. The researchers provided an input to the key research questions in the protocol for the respondents. Prior to that, we also prepared probes to follow key questions and transition questions for a good flow of interview. The interview guide was built to conduct a qualitative interview in which highlights the known and unknown issues in the topic. The respondents may expose many things but by using the instructions the researchers used on the issues needed to explore. This is the way to build a boundary around the research area. Moreover, it is very hard to record everything in the interview therefore, the researchers used an electronic device for recording. 2.3 Data Gathering Procedure The instrument used in this study to gather data was the interview questions. The researcher has followed certain procedures in the conduct of this study. 1. Knowing the respondents brief background. The researchers first task was to identify the essential background information about the respondents to know if they can be qualified as the study’s respondents. 2. Proving an interview consent. The researcher asked the respondent about the interview by giving a printed consent. The consent contains the necessary information for the respondent to know.
  • 10.
    9 3. Securing theconfidentiality. As part of the researcher’s obligation, the researcher’s interviewees guaranteed the confidentiality of their privacy. The researcher’s assured them that any information recorded will not leak or be shared to the public. Both respondent said that revealing their name in this study is fine for them. 4. Preparing the instruments. The researchers prepared the questions that will be used for the interview. After that, the researcher reminded the interviewee that a recording device will be used in the interview. 5. Informing about the transcript. The researchers informed them that a transcript will be provided for clarification and amendment. 6. Starting the interview. The researchers made the respondent relaxed for the interview for them to answer properly and ease up nervousness. The researchers then started the interview by asking questions about the respondent’s background with relation to the study. 7. Taking notes carefully. The researchers did not only listen to the respondent but also observing their remarks. 8. Validating the instrument. After the interview is the validation of the recording by checking it. The researchers begun to construct the transcript after validating the recording. It is analyzed and interpreted through the data gather and formulate themes that serves as the answer to the research problem.
  • 11.
    10 3.0 RESULTS ANDDISCUSSION This chapter represents an analysis and interpretation of the data obtained in the study and discusses an in-depth exploration of the research problem. Its findings were based on the data gathered through the transcript of interview from the respondents. Those data were then analyzed to be presented, discussed and interpreted and emerged as the themes that serves an answer to the research problem. 3.1 Implications of computer gaming on social life. 3.1.1 Interacting with family members Excessive activity leads to poor parental advisory because of failed responsibilities. Evidently, computer gaming affects the parental interaction. Both respondents uttered that they experienced scolding to their mother as they were exhibiting bad manners in return. According to the respondent, Paeng, he became furious to his mother as he was scolded due to playing computer games. He uttered; “Kapag pinapagalitan ako ng mama ko sa sobrang tagal maglaro, napapasagot na din ako sa kanya. Palagi niyang sinasabing hindi ko na siya nasusunod.” He clearly stated that, too much putting a lot of time on computer gaming will result to bad way of giving advisory from your mother and somehow makes you rude to your answers. According to another respondent, Inot, his mother has been always scolding him for the reason that he doesn’t
  • 12.
    11 maintain his timeon playing computer games and failed to recognize his responsibility at home. Inot uttered; “Nasesermonan ako ni mama kapag tumagal ako sa paglalaro kasi may mga responsibilidad ako sa bahay.” Promotes prosocial behavior to family relatives. Both respondents said that computer gaming can also inflict good things to family. It generates attachment to the family from the results of a satisfied responses of family members to computer gaming. Paeng experienced found closeness to his elder brother as they both play the same computer game. Paeng uttered; “Naging mas close rin kami lalo ng kuya kasi parehas kami ng hobby, palagi ko siyang nakakalaro.” Paeng’s father also became part of his gaming life because his father always supports him on his playing computer-generated games and the gaming equipment he wanted. He uttered; “Thankful ako sa dad ko kasi sinusuportahan niya ako sa paglalaro, yung tipong nag-dodota ako tapos pag nakikita niya akong naglalaro, chinecheer pa niya ako tapos pag free time nakakuwentuhan ko siya about sa games tapos okay naman yung reaction ayun. Tapos yung mga gaming set-up ko, yung PS4 at PC, siya yung nag-provide sa akin nun.” A wide variety of games generates entertainment to the family. According to Inot, various games creates enjoyment to him and his mother as they tend to play computer-generated games like Just Dance played from the XBOX ONE in their home. Her mother also played the same game Inot was addicted with and she plays along with him sometimes. According to Inot; “Pinapagalitan ako ni mama pagsumsobra lang ako sa paglalaro pero sa katunayan, nakikipaglaro rin siya sa akin ng just dance, natutuwa nga kami eh kasi masaya yung laruin lalo na sa family members. Tsaka ano rin, natuto ring nag DOTA yung mama ko tapos may time na kalaro ko siya minsan. Pero hindi naman siya adik na katulad ko.” Table 1. Implications of computer gaming in interacting with family members.
  • 13.
    12 Theme Sample Responses Excessiveactivity leads to poor parental advisory because of failed responsibilities.  Kapag pinapagalitan ako ng mama ko sa sobrang tagal maglaro, napapasagot na din ako sa kanya. Palagi niyang sinasabing hindi ko na siya nasusunod. (G01)  Nasesermonan ako ni mama kapag tumagal ako sa paglalaro kasi may mga responsibilidad ako sa bahay. (G02) Promotes prosocial behavior to family relatives.  Naging mas close rin kami lalo ng kuya kasi parehas kami ng hobby, palagi ko siyang nakakalaro. (G01)  Thankful ako sa dad ko kasi sinusuportahan niya ako sa paglalaro, yung tipong nag- dodota ako tapos pag nakikita niya akong naglalaro, chinecheer pa niya ako tapos pag free time nakakuwentuhan ko siya about sa games tapos okay naman yung reaction ayun. Tapos yung mga gaming set-up ko, yung PS4 at PC, siya yung nag-provide sa akin nun. (G01)  Pinapagalitan ako ni mama pagsumsobra lang ako sa paglalaro pero sa katunayan, nakikipaglaro rin siya sa akin ng just dance, natutuwa nga kami eh kasi masaya yung laruin lalo na sa family members. Tsaka ano rin, natuto ring nag DOTA yung mama ko tapos may time na kalaro ko siya minsan. Pero hindi naman siya adik na katulad ko. (G02) 3.1.2 Socializing to non-relative persons Gamers tend to lie to their relationship partner for their own pleasure. Both respondents stated a clear fact that they are committed to someone. Surprisingly, computer gaming also affects the relations of the two persons who are committed to each other. It makes the gamer generate false utterances to excuse his gaming activity. According to Paeng; “Masama ang epekto
  • 14.
    13 sa relasyon namin.Nagsisinungaling ako pero sige parin ako, tuloy pa rin ako sa ginagawa ko para lang sa sarili kong kaligayahan na makapag laro.”. According to Inot, he always excused himself when her girlfriend tried to talk or go out with him but he always responds a lie that he doesn’t feel well. He just spending his time on playing computer gamers rather than talking and going out with his girlfriend. He uttered; “Ang nangyari ano, nag-break kami kasi nagsisinungaling ako sa kanya minsan kasi hindi ako nag-rereply sa kanya palagi at hindi ako sumasama sa kanya minsan kasi sinasabi ko na masama pakiramdam ko pero naglalaro lang talaga ako nun.” Gamers earn friends who have the same preference in games. You can earn friends by playing the same game. Same preference of games will lead to close friendship because there’s a thing that both person likes. Paeng said; “Ngayon Senior High, lumipat ako FEU tapos ‘yung mga kaibigan ko ngayon, naging ka-close ko talaga sila sa paglalaro nga mga games dahil parehas kami ng games tulad ng DOTA o NBA 2k.” Social isolation as a result of gaming is not true at all times especially when you are the one who invite friends who like to play the same game. Paeng uttered; “Niyayaya ko madalas yung mga kaklase ko rito sa dorm para maglaro ng PS4 tapos doon lumalakas yung bond namin, mas nagiging masaya kami sa isa’t isa tapos pag hindi naman PS4, sa DOTA2.” According to Inot, he earned his friends with the same reason also. He uttered; “Nagkakaroon ako ng kaibigan sa klase namin kasi ang dahilan eh parehas kami na mahilig mag DOTA tapos pag naglalaro na kami minsan sa com shop, may mga nababadtrip kasi natatalo pero pag lumabas na kami masaya parin kami.
  • 15.
    14 Builds a goodsocial relationship within the gaming community. Both respondents experienced a good interaction in their respective gaming community. Stated by Paeng, he experienced good socializing to the other gamers when it comes to trading or negotiating items in the game. This somehow leads to a satisfied and fair experience towards interacting in gaming community. He said; “Minsan may mga makakalaro ako na nagagalingan ako sa kanila or nagagalingan sila sa’kin. Basta magkakampi kayo sa game na ‘yon. Don ko sila nakikilala. Meron din naman, halimbawa sa pagdating sa mga items na binibenta sa mga game, ‘don din ‘yung mga maayos ‘yung pakikipag-communicate, kung kanino sila nakikipag-tradeor nakikipag-negotiate. Minsan nagiging kaibigan ko na rin sila kasi maganda silang kausap, madali silang kausap.” According to Inot, he builds his social relationship with other people in the gaming community when he feels too much pleasure in playing then he or the other person plan to meet and see each other to such occasions. He said; “Meron namankasi akomga nakikilala sa paglalaro ng online games e, lalo na pag minsan napapasarap ang laro mo e magiging friendly ka sa mga tao na yon. Ako or sila yung nagpaplano kung lalabas ba para magkita ganun. Ta's nakakasama namin sa mga swimming ganon, mga gathering sa convention ganon.” Table 2. Implications of computer gaming in socializing to other persons. Theme Sample Responses Gamers tend to lie to their relationship partner for their own pleasure.  Masama ang epekto sa relasyon namin. Nagsisinungaling ako pero sige parin ako, tuloy pa rin ako sa ginagawa ko para lang sa sarili kong kaligayahan na makapag laro. (G01)  Ang nangyari ano, nag-break kami kasi nagsisinungaling ako sa kanya minsan kasi hindi ako nag-rereply sa kanya palagi at hindi ako sumasama sa kanya minsan kasi
  • 16.
    15 sinasabi ko namasama pakiramdam ko pero naglalaro lang talaga ako nun. (G02) Gamers earn friends who have the same preference in games.  Ngayon Senior High, lumipat ako FEU tapos ‘yung mga kaibigan ko ngayon, naging ka-close ko talaga sila sa paglalaro nga mga games dahil parehas kami ng games tulad ng DOTA o NBA 2k. (G01)  Niyayaya ko madalas yung mga kaklase ko rito sa dorm para maglaro ng PS4 tapos doon lumalakas yung bond namin, mas nagiging masaya kami sa isa’t isa tapos pag hindi naman PS4, sa DOTA2. (G01)  Nagkakaroon ako ng kaibigan sa klase namin kasi ang dahilan eh parehas kami na mahilig mag DOTA tapos pag naglalaro na kami minsan sa com shop, may mga nababadtrip kasi natatalo pero pag lumabas na kami masaya parin kami. (G02) Builds a good social relationship within the gaming community.  Minsan may mga makakalaro ako na nagagalingan ako sakanila or nagagalingan sila sa’kin. Basta magkakampi kayo sa game na ‘yon. Don ko sila nakikilala. Meron din naman, halimbawa sa pagdating sa mga items na binibenta sa mga game, ‘don din ‘yung mga maayos ‘yung pakikipag-communicate, kung kanino sila nakikipag-trade or nakikipag-negotiate. Minsan nagiging kaibigan ko na rin sila kasi maganda silang kausap, madali silang kausap. (G01)  Meron naman kasi ako mga nakikilala sa paglalaro ng online games e, lalo na pag minsan napapasarap ang laro mo eh magiging friendly ka sa mga tao na yon. Ako or sila yung nagpaplano kung lalabas ba para magkita ganun. Ta's nakakasama namin sa mga swimming ganon, mga gathering sa convention ganon. (G02) In summary, there were four (4) overall implications of computer gaming in this study and these are poor parental advisory, prosocial behavior, dishonesty, and builds relationship.
  • 17.
    16 Table 3. Summaryof Computer Gaming’s implication on social life. Category Implications Overall implications Interacting with family members Excessive activity leads to poor parental advisory because of failed responsibilities. Prosocial behavior Builds relationship Poor parental advisory Being dishonest Promotes prosocial behavior to other family relatives. Socializing to other people Gamers tend to lie to their relationship partner for their own pleasure. Gamers earn friends who have the same preference in games. Builds a good social relationship within the gaming community.
  • 18.
    17 4.0 SUMMARY, CONCLUSIONSAND RECOMMENDATIONS This chapter presents the summary of the study, and recommendations derived from the analysis and interpretation of the data. 4.1 Summary This study aimed to determine the implications of computer gaming on the perspective and experience of the gamers’ social life. It was done by interviewing two respondents. Interview questions as regards to the study were used to gather information. Thorough data analyzing on the transcript was used to find out the implications of computer gaming accommodating only the scope and delimitations of the study. After the rigid analyzation of data, the findings were formulated. 4.1.1 Findings When it comes to family matters, computer gaming can generate poor parental advisory and promotes prosocial behavior. Poor parental advisory can be attained when you always exhibit excessive activity on playing computer gaming. This leads to scolding from your mother. The latter can be gained on various games only that advertises family entertainment. In socializing to non-relative persons, there are implications that were acquired from the gamers. Prosocial behavior can also be generated to your friends. Inviting your friends to play with you not only benefit others but also yourself when it comes to social development.
  • 19.
    18 Being dishonest torelationship partner can be triggered by computer gaming as gamers tend to lie just to excuse themselves to seek pleasure. The positive thing is, computer gaming builds relationship inside the virtual world of gaming. You will earn friends and perhaps meet them in person. 4.2 Conclusion The following conclusions were derived from the findings. There were four (4) overall implication of computer gaming attained from this study. These were (1) Prosocial Behavior, (2) Builds relationship, (3) Poor parental advisory, and (4) Being dishonest. There were bad and good implications that has been formulated. The first two implications can benefit to the social life development of gamers when it comes to playing computer games. The last two implications give social life decline to the gamers. It can be concluded that you can benefit and suffer from playing computer games which is highly dependable to yourself. 4.3 Recommendations Based on the study, various recommendations were attained. Limit the usage of playing computer games to addicted gamers to lessenthe activity. Computer gaming profoundly affects our time instead of doing our responsibilities and this leads to poor parental advisory. By that, computer gaming must be monitored for both the gamer and parents have a fair communication to each other. Variety of games enhances and builds a good social interaction for everyone. Various computer-generated games results to prosocial behavior to the family and to other persons as clearly emphasized by both respondent. This indicates that computer gaming is not only a solitary activity but also done in a solidarity activity.
  • 20.
    19 Perform a betterparental supervision to pursue the gamers to have a proper maintenance on playing games. The parents’ gamer child will not obey them if they approach their child in an improper manner. The parents should conduct good conversation with your child to make the tendency high of him obeying you. Communication between relationship partners should be done in proper way. Having a good talk with your partner will make the gamer earn a better understanding what he/she’s doing. This will ease up the tension between the relationship partners.
  • 21.
    20 References Cole, H., &Griffiths, M. D. (2007). Social interactions in massively multiplayer online role- playing gamers. Cyber Psychology & Behavior, 10(4), 575-583. Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. Applied Developmental Psychology, 23, 373-392. Griffiths, M.D. (2005). The therapeutic value of videogames. In J. Goldstein & J. Raessens (Eds.), Handbook of Computer Game Studies. pp. 161-171. Boston: MIT Press. Jansz, J., & Martens, L. (2005). Gaming at a LAN event: The social context of playing video games. New Media and Society, 7, 333-355. Krotoski, A. (2004). Chicks and joysticks: An exploration of women and gaming. London: entertainment and Leisure Software Publishers Association Kubey, R., & Larson, R. (1990). The use and experience of the new video media among children and adolescents. Communication Research, 17, 107-130. Peters, C., & Malesky, A. (2008). Problematic usage among highly-engaged players of massively multiplayer online role playing games. CyberPsychology and Behavior, 11, 481-484. Steinkuehler, C., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as "third places". Journal of Computer-Mediated Communication, 11, 885-909.
  • 22.
    21 Weibel, D., Wissmath,B., Habegger, S., Steiner, Y., & Groner, R. (2008). Playing online games against computer vs. human-controlled opponents: Effects on presence, flow, and enjoyment. Computers in Human Behavior, 24, 2274-2291. Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Available at: Http://www.nickyee.com/pubs. Appendix A Letter to Respondents January 27, 2017 Dear Respondent: We are presently working on a thesis entitled, “Social life development and decline: The double-edged implication of computer gaming”, as a requirement of the subject Practical Research 1 in Far Eastern University NRMF Senior High School. As you are currently a gamer, we wanted to explore your perspective and experience towards computer gaming’s implication to your social life. By that, we are conducting and interview to you to gather important data we need in our research. We are asking at most 15 minutes of your time to complete the interview. Rest assured that your participation is completely anonymous as no identifying information will be spread and leaked. The data that you will provide will be treated with utmost respect and confidentiality, and that the results will be used for research and educational purposes only. Very truly yours, AMINODDIN DOMADO KEONE LOPEZ MICO LACAY
  • 23.
    22 Researcher Researcher Researcher KEITHAMOGUIS ALYSSA GO HANNAH ONOD Researcher Researcher Researcher Appendix B Interview Transcript RESPONDENT A Researcher: Pwede mo bang ilahad ang iyong background sa sarili? Respondent: Ang pangalang ko ay si Jade Raphael Gatchalian, 17 years old. Nung una, una pa lang nagsimula na 'kong maglaro ng mga games is nung grade 1 ata 'ko noon. Yun yung unang beses na nakapaglaro ako ng computer games which is yung Dota 1. Yun pa yung uso nun. Yun pa yung kinagisnan ko. Mas nauna pa akong maglaro ng mga video games kaysa sa mga outdoor games. Yung mga taya-tayaan ganun kasi 'di talaga ako pinapalabas ng parents ko noon. Lalong lalo na yung mommy ko nun kasi stricto siya ganon. Pati nga pag bike 'di ako natuto nun eh. Tapos, edi yun nga grade 1 nagsimula ako Dota 1 ganon hanggang ano 'yon grade 4, naglalaro pa rin ako nun. Tapos medyo natigil ako nun kasi pinilit ako ng daddy ko na try naman maglaro sa labas. Mga basketball ganun. Tapos tinuruan ako ng daddy ko pati ng kuya ko. Tapos pumasok ako ng varsity. Oh diba! Ang lupet! Varsity pre. Basta yun. Yung masasabi ko naman sa social life ko, pag dating sa pag ge-gaming ko, may mabuting effects siya sakin pati masama. Oo, nagkakaroon ako ng mga new friends, mga masasayang tao na nakakasama ko dahil sa pag ge-game. Pero, yung masasamang effects nun sakin, yung iba kong kaibigan na sa personal ko lang talaga sila nakilala, parang nawawalan ako ng oras sa kanila. Parang wala na yung pagiging close namin sa isa't isa. Simula nun, bata pa lang ako nakikita ko na, na ganon talaga kaso wala eh, ang saya mag laro kaya ayos lang sakin. Researcher: Ano ang average na oras ng paglalaro mo ng computer games ngayon? Respondent: Lagi kasi ang laro ko is 8 to [...] 8 ng gabi hanggang alas dos. 2:00 ng madaling araw, so 4 to 6 hours mga ganon. Researcher: May mga naging kaibigan ka dahil sa computer gaming? Respondent: ‘Yung ano, ‘yung mga kaibigan ko ngayon sa ano nilipatan kong school ngayon kasi previous school ko Junior High tas ngayon Senior High, lumipat ako FEU tapos ‘yung mga kaibigan ko ngayon, naging ka-close ko talaga sila […pauses…] sa paglalaro nga mga games dahil
  • 24.
    23 parehas kami nggames tulad ng DOTA o NBA 2k. Well, hindi lang naman computer games, video games, pati na rin sa basketball nagkakaayaan kami. Researcher: Pagdating sa pag-aaral, anong epekto nito sayo? Respondent: Merong effect yung gaming ko sa pag-aaral. Apektadong-apektado yung pag-aaral ko dahil sa gaming. Minsan nakakabuti ang gaming sa pag-aaral, nakaka-relieve siya ng stress. Researcher: Paano naman ito nakakaapekto sa pakikitungo mo sa pamilya mo? Respondent: Kapag pinapagalitan ako ng mama ko sa sobrang tagal maglaro, napapasagot na din ako sa kanya. Palagi niyang sinasabing hindi ko na siya nasusunod. Tapos yung postive effect niya ano […] Naging mas close rin kami lalo ng kuya kasi parehas kami ng hobby, palagi ko siyang nakakalaro. Thankful ako sa dad ko kasi sinusuportahan niya ako sa paglalaro, yung tipong nag- dodota ako tapos pag nakikita niya akong naglalaro, chinecheer pa niya ako tapos pag free time nakakuwentuhan ko siya about sa games tapos okay naman yung reaction ayun. Tapos yung mga gaming set-up ko, yung PS4 at PC, siya yung nag-provide sa akin nun. Researcher: May mga pagkakataon ba na nakabuo ka ng isang relasyon sa isang tao na nakilala mo lang dahil sa online games? Ano ang origin nito? Respondent: Minsan may mga makakalaro ako na nagagalingan ako sakanila or nagagalingan sila sa’kin. Basta magkakampi kayo sa game na ‘yon. Don ko sila nakikilala. Meron din naman, halimbawa sa pagdating sa mga items na binibenta sa mga game, ‘don din ‘yung mga maayos ‘yung pakikipag-communicate, kung kanino sila nakikipag-trade or nakikipag-negotiate. Minsan nagiging kaibigan ko na rin sila kasi maganda silang kausap, madali silang kausap. Researcher: Kung may karelasyon ka, anong epekto ng gaming sa relasyon niyo. Kung wala, isa ba ang gaming sa dahilan kung bakit wala? Respondent: Masama […laughs…] ang epekto sa relasyon namin. Nagsisinungaling ako pero sige parin ako, tuloy pa rin ako sa ginagawa ko para lang sa sarili kong kaligayahan na makapag laro. Researcher: Masaya ka naman ba sa pakikitungo ng mga tao sayo? Respondent: Oo, masaya naman. Masaya naman ako, ano kasi […] lahat ng […] ayon nga, lahat naman ng nilalaro ko, nilalaro rin ng mga kaibigan ko. Minsan, kahit hindi ko na sila yayain, sila pa yung nagyayaya sa’kin kaya masaya nnaman lalo kaming nagiging close ng mga ka […] ka- tropa ko ngayon. Researcher: Sa kabuuan, maganda ba or pangit ang epekto ng gaming sa social life mo? Respondent: May panget, pero mostly maganda talaga siya. Positive yung eeffect niya sa social life ko. Researcher: Anong maipapayo mo sa iba na katulad mong gamer?
  • 25.
    24 Respondent: Mapapayo kolang sa mga katulad kong gamer is limitahan niyo yung ano... yung paglalaro niyo. Maglaro lang kayo 'pag free time niyo, yung wala kayong kailangang gawin. 'Tsaka, 'pag free time niyo siguro... makipag socialize din kayo sa ibang tao ganon. So, 'yon ano... gawin niyo lang na past time. 'Wag niyo masyadong karerin ang paglalaro. RESPONDENT B Researcher: Pwede mo bang ilahad ang iyong background sa sarili? Respondent: Ako si Toni Kyle L. Lirio, 17 years old. Uhm, nagsimula ako maglaro nung ano nung grade 1 ako. Ano, ah nung una ano lang yun, yung larong kalye ganun, nagtatayatayaan sa gabi ganun tapos sa hapon naglalaro ng ano ng jolen tsaka ng ano text tsaka ng pogs. Naranasan ko pa nga yun eh. Tapos ano nung, nung ano nung nakalaunan. Uhm, yung mga kaibigan ko niyaya ako sa ano computer shop tapos ayun yung una ko nilaro Dota 1 pa. Tapos uhm, yung nanay ko nga rin eh ano dahil saakin ano yung nanay ko naglaro din siya ng Dota tsaka yung Flyff. Yung online. Uhm, kasi ano, nung grade 1 din ako nagkaron din ako nung ano ng Gameboy tsaka ng ano tsaka ng, siyempre maraming consoles na ano na nakalaro ko sa mga kaibigan ko. Meron din sila ng ano kasi Gameboy din eh. Tapos uhm, nung grade 3 naman ako nagkaroon naman ako ng PSP. Yung PSP na ano, PSP 3000 pa, tas ang dami kong games dun. Pero di pa rin ako na ano natinag sa ano sa paglalaro sa labas. Parang mas pinili ko pa rin maglaro sa labas ng ano ng piko tsaka ng mga ano, jolen! Hindi! Naglalaro talaga ako ng jolen tsaka ng ano, ng yung mga normal na nilalaro ng mga bata nung napanahunan. Yung mga nauna pa. Tapos uhm, nakaapekto sa ano sa buhay ko yung paglalaro ng computer games na ano. Minsan yung, nung grade ano ako grade 5, yung ano ko yung grades ko ano. Okay pa naman, okay pa naman. Nakokontrol ko pa, pero kasi minsan napapagalitan na rin ako ni mama kasi sumosobra na sa oras. Tapos uhm, meron pa nga yung nagkaron kami ng computer nun. Uhm, di na ako nag computer shop pero parang dun naman ako sa bahay parang naglalaro ako 10 hours lang mga ganun. Sobrang nakaapekto sa buhay ko yun kasi kumbaga 10 hours na naglalaro tapos papagalitan na ako ng nanay ko, 'di na ako 'di ko na nagagawa chores ko tsaka yung minsan yung assignment ko 'di ko pa nagagawa. Tapos ano nung, diba ano sa PC, kakalaro ko ng ano. Uhm, uhm. Yung, yung parents ko na nalayo yung loob saakin kasi kumbaga yung dun na nagre-revolve yung buhay ko. Tapos siyempre nakakaapekto yun sa grades ko. Tapos dati, kaya ko mag ano, mag top nun. Grade ano grade 5 ako grade 6 mga middle school. Hindi, mahirap kasi talaga kasi ano nagaral kasi ako sa ano, sa Claret. Eh medyo, Claret School of Quezon City dun sa Maginhawa, UP Teachers Village. Medyo ano, nahirapan ako tas natakot din ako sa sarili ko kasi, ano nga yun nga dahil sa PC naapektohan yung buhay ko. Researcher: Ano ang average na oras ng paglalaro mo ng computer games ngayon?
  • 26.
    25 Respondent: Nagsisimula akong 6 o clock ng gabi hanggang 1 ng madaling araw, pero meron ding araw na 5 oras lang ang paglalaro ko sa isang araw, sa madaling salita ang average na paglalaro ko ay 5-7 hours. Researcher: May mga naging kaibigan ka dahil sa computer gaming? Respondent: Nagkakaroon ako ng kaibigan sa klase namin kasi ang dahilan eh parehas kami na mahilig mag DOTA tapos pag naglalaro na kami minsan sa com shop, may mga nababadtrip kasi natatalo pero pag lumabas na kami masaya parin kami. Researcher: Pagdating sa pag-aaral, anong epekto nito sayo? Respondent: Minsan yung, nung grade ano ako grade 5, yung ano ko yung grades ko ano. Okay pa naman, okay pa naman. Nakokontrol ko pa, pero kasi minsan napapagalitan na rin ako ni mama kasi sumusobra sa oras. Researcher: Paano naman ito nakakaapekto sa pakikitungo mo sa pamilya mo? Respondent: Nasesermonan ako ni mama kapag tumagal ako sa paglalaro kasi may mga responsibilidad ako sa bahay. Pinapagalitan ako ni mama pagsumsobra lang ako sa paglalaro pero sa katunayan, nakikipaglaro rin siya sa akin ng just dance, natutuwa nga kami eh kasi masaya yung laruin lalo na sa family members. Tsaka ano rin, natuto ring nag DOTA yung mama ko tapos may time na kalaro ko siya minsan. Pero hindi naman siya adik na katulad ko. Researcher: May mga pagkakataon ba na nakabuo ka ng isang relasyon sa isang tao na nakilala mo lang dahil sa online games? Ano ang origin nito? Respondent: Meron naman kasi ako mga nakikilala sa paglalaro ng online games e, lalo na pag minsan napapasarap ang laro mo e magiging friendly ka sa mga tao na yon, Nakikipag meet up sila minsan tapos nagiging kaibigan namin sila. Ako or sila yung nagpaplano kung lalabas ba para magkita ganun. Ta's nakakasama namin sa mga swimming ganon, mga gathering sa convention ganon. Researcher: Kung may karelasyon ka, anong epekto ng gaming sa relasyon niyo. Kung wala, isa ba ang gaming sa dahilan kung bakit wala? Respondent: Ang nangyari ano, nag-break kami kasi nagsisinungaling ako sa kanya minsan kasi hindi ako nag-rereply sa kanya palagi at hindi ako sumasama sa kanya minsan kasi sinasabi ko na masama pakiramdam ko pero naglalaro lang talaga ako nun. Researcher: Masaya ka naman ba sa pakikitungo ng mga tao sayo? Respondent: Para sakin normal naman ang pakikitungo ng mga tao sakin. masasabi kong masaya naman ako dahil may mga kaibigan din akong naglalaro ng computer games na kagaya ko. madalas pa nga ang usapan ay tungkol sa paglalaro ng computer games at mas in na in pag naglalaro ka din ng computer games kasi halos lahat ng kaibigan ko ay naglalaro rin kagaya ko.
  • 27.
    26 Researcher: Sa kabuuan,maganda ba or pangit ang epekto ng gaming sa social life mo? Respondent: Para sa akin, ano, secondary lang naman ang paglalaro eh. Na-realize ko na, ano, sa secondary lang ang paglalaro hindi dapat siya pinapriority mas priority pa rin ang arral kaysa sa ano sa ganun pagcocomputer. Researcher: Anong maipapayo mo sa iba na katulad mong gamer? Respondent: Dapat ano, nililimitahan din yung ano yung sarili din sa pagcocomputer tas ano kasi […] yung social life kasi sa computer, iba kasi sa totoong buhay din. APPENDIX C Content Analysis Generating the theme Research Question Codes Respondent What are the implications of playing computer games in gamer’s social life? Excessive activity leads to poor parental advisory because of failed responsibilities. Kapag pinapagalitan ako ng mama ko sa sobrang tagal maglaro, napapasagot na din ako sa kanya. Palagi niyang sinasabing hindi ko na siya nasusunod. (G01) Nasesermonan ako ni mama kapag tumagal ako sa paglalaro kasi may mga responsibilidad ako sa bahay. (G02) Promotes prosocial behavior to other family relatives. Naging mas close rin kami lalo ng kuya kasi parehas kami ng hobby, palagi ko siyang nakakalaro. Thankful ako sa dad ko kasi sinusuportahan niya ako sa paglalaro, yung tipong nag-dodota ako tapos pag nakikita niya akong naglalaro, chinecheer pa niya ako tapos pag free time nakakuwentuhan ko siya about sa games tapos okay naman yung reaction ayun. Tapos yung mga gaming set-up ko, yung PS4 at PC, siya yung nag-provide sa akin nun. (G01) Pinapagalitan ako ni mama pagsumsobra lang ako sa paglalaro pero sa katunayan, nakikipaglaro rin siya sa akin ng just dance, natutuwa nga kami eh kasi masaya yung laruin lalo na sa family members. Tsaka ano rin, natuto ring nag DOTA. yung mama ko tapos may time na kalaro ko siya minsan. Pero hindi naman siya adik na katulad ko. (G02)
  • 28.
    27 Gamers tend tolie to their relationship partner for their own pleasure. Masama […laughs…] ang epekto sa relasyon namin. Nagsisinungaling ako pero sige parin ako, tuloy pa rin ako sa ginagawa ko para lang sa sarili kong kaligayahan na makapag laro. (G01) Ang nangyari ano, nag-break kami kasi nagsisinungaling ako sa kanya minsan kasi hindi ako nag-rereply sa kanya palagi at hindi ako sumasama sa kanya minsan kasi sinasabi ko na masama pakiramdam ko pero naglalaro lang talaga ako nun. (G02) Gamers earn friends who have the same preference in games. Yung ano, ‘yung mga kaibigan ko ngayon sa ano nilipatan kong school ngayon kasi previous school ko Junior High tas ngayon Senior High, lumipat ako FEU tapos ‘yung mga kaibigan ko ngayon, naging ka-close ko talaga sila […pauses…] sa paglalaro nga mga games dahil parehas kami ng games tulad ng DOTA o NBA 2k. (G01) Nagkakaroon ako ng kaibigan sa klase namin kasi ang dahilan eh parehas kami na mahilig mag DOTA tapos pag naglalaro na kami minsan sa com shop, may mga nababadtrip kasi natatalo pero pag lumabas na kami masaya parin kami. (G02) Builds a good social relationship within the gaming community. Minsan may mga makakalaro ako na nagagalingan ako sakanila or nagagalingan sila sa’kin. Basta magkakampi kayo sa game na ‘yon. Don ko sila nakikilala. Meron din naman, halimbawa sa pagdating sa mga items na binibenta sa mga game, ‘don din ‘yung mga maayos ‘yung pakikipag-communicate, kung kanino sila nakikipag-trade or nakikipag- negotiate. Minsan nagiging kaibigan ko na rin sila kasi maganda silang kausap, madali silang kausap. (G01) Meron naman kasi ako mga nakikilala sa paglalaro ng online games e, lalo na pag minsan napapasarap ang laro mo e magiging friendly ka sa mga tao na yon, Nakikipag meet up sila minsan tapos nagiging kaibigan namin sila. Ako or sila
  • 29.
    28 yung nagpaplano kunglalabas ba para magkita ganun. Ta's nakakasama namin sa mga swimming ganon, mga gathering sa convention ganon. (G02) Categorizing the themes Category Themes Interacting with family members Excessive activity leads to poor parental advisory because of failed responsibilities. Promotes prosocial behavior to other family relatives. Socializing with non-relative persons Gamers tend to lie to their relationship partner for their own pleasure. Gamers earn friends who have the same preference in games. Builds a good social relationship within the gaming community.