CHAPTER IV
DISCUSSION
This chapter represents the discussions of the result of this study in the context of
related literature and other studies regarding the reasons why students engage to playing
online games and how it affects their family relationships.In the case of this study, it was
focused on the senior high school students of Ateneo de Naga University. It included the
duration of playing online games, who they played online games with, their perception
about online games, the reasons that pushed them to play, and the effects that it brought
to them physically, emotionally, mentally, and socially.
Relationship with Family
Impacts of playing online games to the relationship of students to their family
Based on the answers of the respondents, they were not comfortable when they
play with their family. They chose to play with their friends because their actions and
words were not limited when they were with them. Also, no one stopped them from
playing and no one got angry by the reason that they were playing. Another respondent
said he paid more attention on playing online games rather than spending quality time
with family. He also said that he failed to help his family in doing household chores. In
these cases, online gaming made their family relationships weak. However, there was one
respondent who answered positively. He said that when his family was free, he would
spend more time with them rather than playing games.
One respondent said that whenever something wrong happens in his game, his
family would interrupt him, sometimes he tended to shout at them and then regret, saying
bad words. He would become irritated without reason. In this situation, the respondent
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tended to disrespect his family members because of online gaming. This affected
negatively the bond between him and his family. This kind of case was supported by an
article written (Ali, 2018) which discovered that online gaming caused gamers to possess
wrong values.
Another respondent said that he was aware that he paid more attention to online
games than his family. Online gaming became his priority rather than spending quality
time with his family. He isolated himself from the real world where he can interact with
the people nearest to him. He chose to spend his time with games which cannot make him
an open person. This situation was supported by the study conducted (Chai, 2011) which
stated that minority of children spend more time playing online games rather than spend
it with their family.
Playing Online Games
Factors that urged students to play online games
Based on the responses, playing online games brought relaxation and enjoyment
to the students. It brought them self-satisfaction and stress relief especially that they were
pressured of all the overloaded activities and school works in senior high school. Playing
also entertained them and kept them occupied when they were bored. Another factor was
the peer influence. Seeing their friends play also urged them to engage with it that was
why they also tried to get along with the trend. Some were told directly to play online
games. Another factor was getting a reward after playing. They were motivated to play
because of the prizes. A respondent said that he played online game to study the game
itself. Whenever he knew that there was something new about the game, he would
probably return to the game to explore that. Another factor that urged the students to play
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was the influence of media. While they watched in their televisions or scrolled their
social media accounts, they discovered that some gamers became popular because of
their skills and achievements in the gaming world.
A respondent said that online gaming had become his stress-reliever. Sometimes,
he used it to forget things. Whenever he was not in good mood, especially when he was
about to sleep, he would find it hard because he had many thoughts unlike when he was
playing. He was just concentrating to the game that was why he could forget the things
that made him in bad mood. He said that it was more helpful when he played with his
friends because of enjoyment. Online gaming had played a crucial role for the student to
relieve his stresses and frustrations from random things. Online games became his outlet
and way to forget all the negative things that he experienced. A related study conducted
(Lisa, 2011) supported his answer. Lisa stated there that online gaming was a mode of
recreation where students get to themselves, the people around them, the world they live
in, and how things work in their world.
Another respondent said that whenever there were new characters and new moves
in a game, he would find time to check them, he wanted to see them because he was part
of that community. He mentioned that whenever something “new” was in the game that
he played, he made sure that he can go along with the players who were exploring that
“new” in the game. He wanted to study that new character in the game and its skills to be
aware of it and to compare it to the other characters that he had used before. This
situation was supported by a study (Kit, 2018) which expounded that one factor affected
a person to engage more to online gaming. Because of excitement to explore the new
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trend or new challenges in the online game a person played, he became more active in
playing until he was too much exposed to it.
Students’ feelings after playing online games
Respondents said that after playing games, when they were defeated, they became
frustrated and stressed. They threw bad words and sometimes they felt a need to punch
someone or something to release their exasperation. A respondent said that sometimes,
being defeated caused their self-confidence to decrease. Sometimes when they were
being trash talked by their opponents, instead of being silently furious, they would argue
back to them or just mute everything that they said and then focus to the game. A
respondent said that it depended on the game. If he was fighting hard on a competitive
game and won, he would really feel satisfied but if he was able to figure out what was on
a puzzle game, he would feel a sense of fulfillment. When it comes to the physical
effects, after playing multiple rounds of games, they felt extremely tired and their eyes
became painful.
A respondent said that when he played online games, he became isolated from the
real world. Being too much focused on online gaming made him isolated and not
connected with the actual people. The respondent became anxious. No one can comfort
him whenever he was defeated in the game because he was not connected with other
people. He cannot open up his problems to other people because he limited himself to his
games. An article written (Ali, 2018) supported the claim that online games made gamers
isolated. They did not have the time to connect with their family or friends, they wanted
to be alone all the time.
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Another respondent said that he learned about throwing bad words because of
online gaming. Doing such made his irritation to be removed. But sometimes, he needed
to punch someone. Online gaming could also give an effect like this especially when the
player was not successful to win the game. It was detrimental when it came to the point
that someone would hurt another one just for a satisfaction or relief. In an article
(Mindmeister, 2017 ), online gaming caused a gamer to become angry when playing. A
gamer had an outlook on violence which could truly affect his relationship and treatment
with his family and to other people as well.
Limitations
Several limitations were experienced in conducting this research. To begin with,
the number of students who participated in the study was still not adequate enough for
accurate results that could have provided some beneficial impacts of online gaming to the
relationship of the Ateneo de Naga University Senior High School students with their
family since lesser than the fifty percent (50%) of the population got involved in the
study. Also, the researchers needed to change the time of interview because they were not
able to meet the respondents at the agreed exact date or time of the interview due to the
different schedules of vacant time. The researchers also needed to change the
respondent(s) because of hectic and conflicting schedules.