Effects of Modern Online Games Chapter 2

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CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

Related Study (Foreign)

As of today, most people relate online games to low academic performance. Through the

years, studies have yielded different results. Some of them say that they are co-related when

some say that they are not. According to Anderson and Dill (2000), there is a negative

correlation between the two. Thus, meaning that there is no relation between the number of hours

played by a player and his grades. At times, the students defend the games they are playing by

saying that they do learn something from it. A paper from EDUCAUSE backs these students up

by suggesting that the faculty learn and know about these games so as to help students in in class

learning experience (Hitch and Duncan, 2005). Furthermore, another paper claims that these

games are not just for entertainment (Shaffer, Squire, Halverson, & Gee, 2005). They claim that

these games may be used to learn and experience different things and interact with other people

and belong to a virtual community.

Related Study (Local)

The rapid advancement of computer technology and its continuous invasion of the world

are inevitable. The package of computer technology comes with a lot of features that influence

many aspects of life in a variety of ways. Time and again, computer technology has exposed to

us and made us experience its positive and negative effects. In this article, we are going to

examine the good and the bad effects of computer games, specifically to education and student

achievement. Computer gaming is one of the fast developing sectors of this generation of

computer technology. Computer games offer their patrons with a new dimension of virtual
entertainment. The youth especially, college students are the usual patrons of computer games.

According to NIKO Media Research, the projected number of online computer gamers in the

Philippines rose from 21 million in 2012 to 28.72 million in 2014. Meanwhile, statistics from

Juha Sompinmaki of Tech In Asia show that about 409, of the gaming population of the

Philippines is aged 18-24 years old. Computer games receive a generally negative reception from

people especially parents, because for them, there are wastes of time. Additionally, critics and

researches have linked computer gaming to video game addiction, violence, anti-social behavior,

and attention problems, among others. These researches are supported by their analyses on the

usually violent content and the addictive implications of these games on the brain.

As founded in the study of Gentile, Lynch and Walsh in 2004, academic achievement

may be negatively related to overall time spent playing video games. Studies have shown that the

more time a kid spends playing video games, the poorer is his or her performance in school.

Also, a study by Argosy University’s Minnesota School on Professional Psychology found that

video game addicts argue a lot with their teachers, fight a lot with their friends, and score lower

grades than others who play video games less often. Other studies show that many game players

routinely skip their homework to play games, and many students admitted that their video game

habits are often responsible for poor school grades. However, there are also researches that

support the positive effects of video games, especially on the brain. According to University of

Wisconsin psychologist C. Shawn Green, “video games change the brain.” Video games change

the structure of the brain and can help release beneficial neurotransmitter surges that can build

the brain. Furthermore, many multiplayer games such as DOTA or Defense of the Ancients and

LOL or League of Legends involve cooperation with other online players in order to win. These

games encourage players to make the most of their individual skills to contribute to the team.
Moreover, a study in United Kingdom found out that students who played online games almost

every day scored 15 points above average in maths and reading tests and 17 points above average

in science. (Vinluan 2016)

Related Literature (Foreign)

Online games have both positive and negative effects on people,especially students. One of the

negatives is this. Many cases among students are addiction.And this addiction may lead to worse

problems. The students might steal money. They may become lazy when it comes to studying

and prefer playing the whole day long. Some may even skip school in order to have more playing

time. (SujatAli Hamzah) Addicted gamers spend so much time playing that their personal

relationships get neglected and sometimes disappear altogether. Among addicted gamers who are

married, up to 50 percent report a strain in their marriage as a result of their addiction. Addicted

gamers also neglect the responsibilities of everyday life such as school and work. (UNC-

OASIS).In the world of today, there are different genres of online games. First are the console

games. Console games are more commonly referred to as video games. They are played on a

device specially made for game play called a videogame console. The player interacts with the

game through a controller, a hand-held device with buttons and joysticks or pads. Video and

sound are received by the gamer though a television. Examples of consoles include the Microsoft

IOS, Xbox,Sony Playstation,, Nintendo GameCube, and Nintendo Wii. Second are the real-time

strategy games. This is a type of video game in which players exercise strategy along the way,

typically to conquer enemies and reach a final destination without being eradicated. For example,

to win, players decide which routes to take, what needs to be done and how to do it. Contrast

with first-person shooter.Third are the cross-platform online games. Developing software for, or

running software on, more than one type of hardware platform. The most universal cross
platform application is the Web browser. Written for every desktop and mobile platforms, Web

browsers render Web pages “almost” the same no matter which computer they run on.

Related Literature (Local)

In the Philippines, the population of gamers is very huge. Beginning from the simple

cartoon games played by the toddlers up until the riot playing games played by the college

students and the older ones too. An article posted in PhilCare in 2014 pointed out that

researchers found that video games, particularly shooter games, have the tendency to strengthen

the cognitive skills of their test subjects, especially in the areas of spatial navigation, reasoning,

memory, and perception. These effects shooter games have on test subjects were not evident on

other types of safe video games like puzzles or role-playing games. Gamers can utilize these

advantages of computer games provided they play in moderation. They should not allow

themselves to be enslaved by these games. Priority setting and proper guidance by parents,

teachers, and other elders can play a part in this goal. The effects of computer games on gamers

are influenced not only by the game content, but most especially, by the manner on which the

gamers play them. Video gaming is not bad for the health as well as the well-being of the

individual. It may also give some benefits depending on the frequency of the gaming of the

person. In proper moderation and supervision, video gaming might be a tool for enhancing the

cognitive and social skills of an individual. Technology aims to generally be helpful to us and the

whole world. It is really up to us how we will use technology, while its features to our advantage,

and how we will let it impact of lives.


Synthesis of the Reviewed Literature and Studies

The reviews of related literature and studies have some similarities and differences with

the present study. The related literature and studies reviewed will provide the researchers insights

which proved in the line with the proposed research. It will provide the researcher objective to

determine the possible Effects of Modern Online Games to the High School Students of Escuela

De Nuestra Senora De La Salette.

Conceptual Framework

In this study, several concepts will be taken its consideration that will serve as the basis

for the present study design. The effects of the modern online games to the students will be the

main focus of this study.

This study as conceptualized is represented by the paradigm found in figure 1 which

consist of correlating the dependent variable and independent variable. The independent

variables are the personal profile of the respondents in terms of age, gender, type of device using,

years of playing, and time consumption. Under the Dependent variables are the possible effects

of Modern Online Games of the respondents in terms of Physical and Social Factor, Personal

Factor (Intellectual, Mental, and Emotional). The arrow in the middle represents that the two

correlate ro each other.

Independent Variable Dependent Variable

Profile of the High Schools The Possible Effects of Modern


Students Of Escuela De Nuestra Online Games of the Respondents
Senora De La Salette in terms of: in terms of:

a. Age f. Physical and Social


b. Gender Factor
Figure 1. Paradigm

The Paradigm shows the relationship between the profile variables and the possible effects of
Playing Modern Online Games of the students .

Referrences :
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3905489/
https://www.bartleby.com/essay/The-Effect-of-Online-Games-on-the-PKYRW29KRYYS

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