Review of Related Literature

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CHAPTER 2

REVIEW OF RELATED LITERATURE

This chapter presents the related literature studies after the thorough and in-

depth search done by the researchers. This will also present the synthesis of the art,

theoretical and framework to fully understand the research to be done and lastly the

definition of terms for better comprehension of the study.

Related Literature

Video games is one of the game which widely played by the people especially to

the students or the teenagers to used their free time activities and to develop their skills

when it comes to online games. Through Video games, it can negatively impact their

behavior.

This Literature Review focused on the Impacts of violent or non-violent video

game exposure on negative and positive outcomes. Negative outcomes include

negative behavior whereas positive outcomes include various types of learning.

According to prior studies, aggressive behavior and a few other anti-social

personality maybe originate from home environment, peer pressure, computer game.

Violent computer game together a part of a violent culture that a lot of students and

adults inhabit, it plays more important role in today society. The social effect of violent

computer video game has been discussed by many scientists concerning the juvenile
violence. This text briefly reviews the studies of violent computer game on player’s

negative effect in their personality development, like aggression, anti-social emotion,

and action, and so on. Event violent computer video game isn’t the sole way that

contributing to people’s negative behavior. One consistent conclusion are often

concluded that violent computer game increase players’ aggressive behaviors,

aggressive cognitions, psychological arousal, hostility and other negative reactions.

However, it isn’t such a lot frustrating. Playing game have positive effects on player or

students either, and if we use it during a correct way, it’s going to be an appropriate. To

develop our basic cognitive processing, thinking and problem-solving skills.

Video games have become one of the favorite activities of American children. A

growing body of research is linking violent video game play to aggressive cognitions,

attitudes, and behaviors. The first goal of this study was to document the video games

habits of adolescents and the level of parental monitoring of adolescent video game

use. The second goal was to examine associations among violent video game

exposure, hostility, arguments with teachers, school grades, and physical fights. In

addition, path analyses were conducted to test mediational pathways from video game

habits to outcomes. Six hundred and seven 8th- and 9th-grade students from four

schools participated. Adolescents who expose themselves to greater amounts of video

game violence were more hostile, reported getting into arguments with teachers more

frequently, were more likely to be involved in physical fights, and performed more poorly

in school. Mediational pathways were found such that hostility mediated the relationship
between violent video game exposure and outcomes. Results are interpreted within and

support the framework of the General Aggression Model.


Local Literature

According to Valaitis (2005), the use of computers and the Internet can support

communities by supporting communication and access to information, thereby building

social capital and community capacity. Computers can help you plan the community,

join the community, and share information. Computer-based communication can raise

community awareness, facilitate local decision-making and dialogue between groups,

and support underprivileged communities. It can reduce status barriers and facilitate

online communication with deprived groups such as women, people of color, and

people with disabilities.

The Muntinlupa City Council has passed Ordinance 17-044, which restricts the

use of computer shops by these students and requires owners, including owners of non-

profit facilities such as homes to rent computer units, to regulate the scope of operation.

Did.

Under local law, elementary school students can only stay for one hour, but high

school students can stay at computer shops in the city for up to three hours. College

students can use the computer shop without any time limit.

The ordinance also prohibits computer shops from being open 24 hours a day. Business

hours are from 7 am to 2 am.

Renters under the age of 17 can enter the computer shop until 9 pm unless

accompanied by a parent who can extend their stay until 2 am.

Computer shop owners are required to implement age restrictions so that only high

school students and above have access to war and violent games.
Owners or operators arrested in violation of the ordinance will be fined 1,500

pesos and their computer units will be confiscated in the first violation.

The second breach will result in a fine of 3,000 pesos and the confiscation of the unit,

and the third breach will result in a fine of 5,000 pesos and the revocation of the license

and driving permit. Mayor Jaime Fresnedy said the ordinance aims to promote youth

well-being (Hicap, 2017).

Foreign Literature

The pros and cons of how computers affect student performance

Regular use of computers can affect student performance on standardized tests,

according to a new study by researchers at Boston University and the University of

Massachusetts at Lowell.

An analysis of test scores and computer usage of 986 fourth-grade students in

55 classrooms in nine Massachusetts school districts showed that the more frequently

students write school dissertations using computers, the more Massachusetts I found

that the results of the Comprehensive Evaluation System (MCAS) in English were good.

/ Language subject exam. This positive effect occurred despite the fact that students

were not allowed to use computers for testing.

Conversely, the study found that the recreational use of computers by students to

play games, enjoy the Internet, and chat with friends at home adversely affected their

MCAS reading scores. .. Similarly, the student's use of computers to create PowerPoint

presentations was also negatively associated with MCAS writing scores.


Lovely Professional University (2011) promotes the culture of paperless

universities. Routine management and most university procedures are done online. The

University Management System (UMS), the university's online portal, is one of the

university's innovative steps to provide important information about scholars and other

university logistics to assist university students, their parents, and staff. It is one.

The relationship between computer game addiction and social dysfunction was

important and vice versa. In 1990, Yuma et al. Conducted an intensive study of the

relationship between computer games played by children and adolescents and their

physical health in nine cities in Japan. As a result, it was found that obese students

were more attracted to computer games. In other words, the more computer games you

play, the more youth stay at home and lose activity and gain weight. This is considered

a biological problem 14. On the psychological side, computer games have a negative

impact on adolescents' mental health and appear to have a direct impact on violent

behavior, anxiety, depression, and the isolation of adolescents who play them. game.

The impact of computer games on people's mental health and their severity and

importance depends on factors such as the level and intensity of in-game violence, the

ability of the player to distinguish between the virtual and real worlds, and the ability of

the player. I will. It undermines their desires and motives, the value they have nurtured

or lived with, and the value in the context and content of the game. 15 Anxiety was one

of the possible consequences of computer games, a study by researchers. Studies

show that computer games increase a player's heart rate to a level higher than the

body's demands16. This study also found that there was a direct and significant

relationship between dependence on computer games and anxiety.


Payne et al (2000) studied the role of computer games in social isolation, low

self-esteem, and violence. As a result, there was no relationship between the girl's

computer games and self-esteem, but there was a negative relationship between the

two boys. Violence scores were also positively correlated with the amount of exposure

to computer games. Other results show that despite children's fascination with games,

there was no evidence that computer games cause social isolation17. In computer

games, players are compliant with the characters in the game, creating new situations

that occur in the game. Participatory modeling and active conditioning theories can be

used to explain data on violent behavior and the rewards that may be obtained

accordingly. 18

In their study, Azad Fallah et al (2001) investigated the relationship between

games and social skills in 258 first-year high school boys. The results showed that there

was a significant relationship between the type of game, the presence of others at the

game location, and the social skills of adolescents. Choosing a home as the location of

the game had a significant negative impact on social skills, with young people playing

mostly at home having less social skills (quoted from Doran) 7. However, in this study,

computer game addiction, and social dysfunction. This means that as reliance on

computer games increases, social dysfunction decreases.

Foreign Studies

Online games are addictive, according to a study conducted by Wood, Gupta,

and Devvensky Griffiths (2004). Research tends to focus on negative aspects such as
excessive play and addiction. Children spend their time playing computer games

instead of studying and doing homework.

Gentile, et al. (2004) Most of these studies have stated that online games are

addictive and that some online games are associated with aggressive behavior.

However, these studies are relatively controversial because they use self-reporting

methods and artificial scenarios to investigate these factors. This kind of research is full

of problems and criticisms.

According to a study by Carrasco (2001), computers have become a part of

human life. Almost everything around us was made by computer with the help of

modern machines. Associated with your computer is the internet where you can find

online games. Online games have a huge impact on children, especially teenagers.

They tend to get caught in the computer.

On the other hand, online gamers can also benefit from playing online games. A

wide variety of formats have been developed and practiced to enhance learning,

provide comfort, drive away boredom, and / or convince players to adopt specific

actions and opinions. While gameplay improves a variety of thinking skills, it can also

improve the cognitive speed of those who play action games and the cognitive accuracy

of players who solve puzzles and strategy games (Klabber, 2001).

Some video games are associated with aggressive behavior. In that case, the

children imitate the characters online. Some children are in the modeling era (Anderson

Bushman, 2001).
Taha, J. (Nd.) Is excellent because it believes that online games can teach

children in a way that teachers fail by stimulating the mind, stimulating thoughts, and

stimulating imagination. He said it is considered a learning tool.

Richard (2004) says that information about students is important, but it takes

time to manage, and it is imperative that both staff and students use the most effective

tools to help them work and study. I emphasized that. The Cambridge Student

Information System (CAMSIS) has replaced the various student recording systems used

by universities, faculties, and universities. CAMSIS provides comprehensive and

accurate information about the student's body, improves data quality, significantly

reduces administrative burden, and provides better service to both academic staff and

students.

Foreign Literatures

"According to Lobel (2013) in stressful games, easy to identify the behavior, and

emotional regulatory habits, new techniques, video game implications, and emotional

regulation are used. played the Starcraft II video game in the lab. As a result, 26 skilled

video game players were hired. "

"Makashvili (2015), cited in a violent video game, causes aggression against

young women. Adults of young women over the age of 22 have never played video

games before and after play violence. Asked to fill out the Baspery Aggression

Questionnaire. Video games, last standing, non-violent video game Tetris. "

"In the Journal of Bushman (2013), as you play, you become more aggressive. A

long-term experimental study of the effects of combined violent video games on


expected anger and aggressive behavior is violent. Games video increases aggression.

"

Foreign Literatures

Playing videogames is seen as an exciting aspect of the media scene and has

experienced a tremendous expansion in recent years. There has been an increase in

the number of children using video games in many parts of the world, particularly in the

United States (Hagan, et al.). Violent video games in children in the United States,

playtimes for videogames increased from 4 hours per week in the 1980s, to about 13

hours per week in recent years.

Various studies have shown that violent content in videogames is detrimental to

players, especially children, in the real world. When players become desensitized, they

tend to increase their aggression and decrease their sympathy. Other researchers have

suggested that playing videogames with children does not lead to significant aggressive

behavior because the magnitude of the impact on meta-analysis may be a result of

publication bias. Despite pressure from various societies, many videogames contain a

large amount of violence. Violent games are seen to promote feelings of excitement,

pleasure, and power to players.

Foreign Literatures

2013. Danny Gallagher. Video games relieve pain. Video games not only

alleviate emotional pain. They can also help those suffering from physical ailments.

Psychologists at the University of Washington have created a game to help patients


suffering from massive physical distress, using outdated mental tactics that interfere.

The virtual reality game "Snow World" puts patients in the wonders of the Arctic Circle,

throwing endless snowballs at a series of targets such as penguins and snowmen.

Military hospitals discovered that this experience helped soldiers recover from battlefield

injuries. Soldiers who play "Snow World" need fewer painkillers during recovery.

Foreign Literature

2013. Danny Gallagher. Video games can improve your vision. One of the

developmental psychologists found it actually beneficial to the vision. Dr. Daphne

Maurer of the Visual Development Lab of Ontario’s McMaster University found out that

people suffering from cataracts can improve their vision by playing first-person shooter

games like Metal Slug, CONTRA, Medal of Honor, and Call of Duty. Dr. Maurer believes

these games are so fast-paced that the game requires an extreme amount of attention,

training the visually impaired to view things sharper. While playing, the body produces

higher levels of dopamine and adrenaline that will probably make the brain more

responsive.

Foreign Literature

2013. Danny Gallagher. Video games are a cure for children with chronic

illnesses. Last year, the University of Utah published a study investigating the effects of

regular games on children diagnosed with illnesses such as autism, depression, and

Parkinson's disease. Children who played certain games, including those designed

exclusively for research, showed signs of improvement in "resilience, empowerment,


and fighting spirit." Researchers say the game's ability to act on "nerve mechanisms

that activate positive emotions and reward systems" helped improve children's condition

when faced with the daily challenges of illness.

Foreign Literature

2013. Danny Gallagher. Video games improve your decision-making skills. Most

video games require a quick reaction and a temporary decision, which means the

difference between virtual life and virtual death. Cognitive neuron scientists at the

University of Rochester, New York have discovered that these games give the player

the brain enough skills to make decisions in the real world. Researchers suggest that

action-oriented games act as a simulator of the decision-making process by giving

players the opportunity to infer information from their surroundings and respond

accordingly.

Foreign Literature

Online games have both positive and negative impacts on people, especially

students. This is one of the drawbacks. Many cases among students are addicted. And

this addiction can lead to worse problems. Students may steal money. They become

lazy when it comes to studying and may prefer to play all day long. Some people skip

school to spend more time playing. (SujatAli Hamzah) Addictive gamers spend so much

time playing that their personal relationships are ignored and sometimes even

completely disappear. Among married addicted gamers, up to 50% report their marriage

tensions as a result of their addiction. Addictive gamers also ignore the responsibilities
of everyday life, such as school and work. (UNC-OASIS) There are various genres of

online games in today's world. The first is a console game. Console games are more

commonly referred to as video games. They are played on a device specially made for

gameplay called a video game console. Players operate the game through a handheld

device with a controller, buttons, and a joystick or pad. Video and sound are received by

gamers via the TV. Examples of consoles include Microsoft Xbox, Sony Playstation,

Nintendo GameCube, and Nintendo Wii. The second is a real-time strategy game. This

is a type of video game in which the player executes a strategy along the way, usually

conquering the enemy and reaching the final destination without being eradicated. For

example, to win, players decide which route to take, what they need to do, and how to

do it. Contrast with first-person shooting games. The third is a cross-platform online

game. Develop or run the software for multiple types of hardware platforms. The most

universal cross-platform application is the web browser. Web browsers created for all

desktop and mobile platforms render web pages "almost" the same, no matter which

computer they are running on.

Local Literatures

In the Philippines, there is a lack of research on the relationship of video games

to aggression, stress, and vital signs. Libero (2013) is studying online learning games

because of the wide interest of children in video games. I can do it.

Statistics Portal released data showing that more than 500 million people

worldwide play video and computer games every day and accumulate nearly 3 billion

hours of video games per week worldwide. Introduced in the 1970s and first played on
large public arcade machines, the 1980s allowed consumers to play games on their

home consoles.

According to Ivy Shiue (2010), environmental exposure to drinking, smoking,

gambling, or video game addiction is associated with adult hypertension, heart disease,

and cerebrovascular, allergies, and health and well-being. self-assessment.

Foreign Studies

"According to a study by Christopher P. Barlett and Christopher Rodeheffer

(2009), the consequences of exposure to violent video games are aggressive thoughts,

emotions, and physiological arousal."

"Psychological Impact of Video Games on Youth: In a review by Lavinia McLean and

Mark Griffiths (2013), this study found that (a) the role and impact of video games on

youth living in a technological society, and how this impact occurs. Potential (b) Young

people's exposure to violent video games can be seen in the context of risk factors for

the development of aggression, and thus in the understanding of research within this

area. "

"Isabela Granic, Adam Lobel, and Rutger CME Engels (20014) said," The

benefits of playing video games, video games are a controlled training regimen, and

behavioral changes result from brain changes and performance. It provides a context of

motivational behavior. Improvements are parallel to enduring physical and functional

neurological remodeling.
Foreign Studies

2014. Isabela Granic, Adam Lobel, and Rutger C.M.E.Engels. Video games

improve your social interaction. Over 70% of the games are played with friends, and

millions of people around the world participate in large virtual worlds through video

games such as Farmville and World of Warcraft. The authors say that multiplayer

games will become a virtual social community and need to quickly decide who to trust or

reject and how to lead the group.

Foreign Studies

2006. Nicholas Carnagey, Craig Anderson, and Brad Bushman. Their research

shows that violent exposure to video games increases violent behavior and reduces

beneficial behavior. However, no research has conducted experiments on the effects of

violent video games on providing physiological desensitization defined as showing less

physiological motivation for violence in the real world after exposing the virtual video

game violence world.

Foreign Studies

2014. Sarah Proto, Craig A. Anderson, Douglas A. Gentile, Stephanie C. Brown,

Edward L. Swing. According to their study, recent studies have shown that playing

violent video games is desensitized to violence (Bartholow, Bushman, & Sestir, 2005),

reduced empathy, and reduced the likelihood of prosocial behavior (Bushman &

Anderson, 2009). ) Is also shown. ..


Like gambling, playing video games begins as a form of entertainment. When

video games begin to have a negative impact on life, they become morbid for some

people (Sim et al., 2012). Currently, video game addiction is not yet officially classified

as a formal disorder in the Diagnostic and Statistical Manual of Mental Illness (DSM).

Foreign Studies

As of today, most people associate online games with poor academic

performance. Over the years, research has produced different results. Some say they

aren't, while others say they are interrelated. According to Anderson and Dill (2000),

there is a negative correlation between the two. Therefore, it means that there is no

relationship between the number of hours the player has played and his performance.

From time to time, students defend the game they are playing by saying they learn

something from it. The EDUCAUSE dissertation supports these students by suggesting

that teachers learn and know about these games to assist them in the in-class learning

experience (Hitch and Duncan, 2005). .. In addition, another paper argues that these

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

argue that these games can be used to learn, experience, interact with others, and

belong to a virtual community.

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