Limitations
As with any research, this project inherently has limitations. Rather than conducting traditional quantitative survey research to understand a population’s perceptions and awareness of digital technology, this study employed a qualitative approach to examine the same phenomenon with another methodological lens. As a result, the findings are not broad and generalizable but rather, focused and specific. However, these results enrich our current understanding of how teenagers perceive and use digital devices.
Of course, it is a commonplace that young people often feel put on the spot, embar¬rassed or uncomfortable in the company of older persons questioning them. However, these potential problems were ameliorated in a number of ways. For instance, the stu¬dents were placed in a familiar and comfortable setting, surrounded by friends and class¬mates. The researchers, acting as facilitators dressed in casual clothing, were informal in speech and were often self-deprecating. Furthermore, rather than taking an authority role, we encouraged the students to help educate us on various digital games and social network sites. The East coast researcher used the students’ first names (name cards were provided). The West coast researcher sat on the floor in a circle with the students.
As a result of these strategies, the student participation was very open, energetic and free-flowing. Hence, for this research we believe the focus group outcomes were success¬ful. Most of the students spoke up, offered responses and opinions, and were enthusiastic in their demeanors and responses. Quieter students responded if asked directly; however, most of them worked off each other, reminded each other of stories, self-disclosed and eventually prodded others to engage. Indeed, despite potential methodological limitations, when conducted properly, the focus groups conducted for our study functioned well.