Review of Related Literature
Review of Related Literature
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
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.
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
and action, and so on. Event violent computer video game isn’t the sole way that
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
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
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
According to Valaitis (2005), the use of computers and the Internet can support
social capital and community capacity. Computers can help you plan the community,
join the community, and share information. Computer-based communication can raise
and support underprivileged communities. It can reduce status barriers and facilitate
online communication with deprived groups such as women, people of color, and
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
Renters under the age of 17 can enter the computer shop until 9 pm unless
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
Foreign Literature
Massachusetts at Lowell.
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
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
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
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
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
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
Foreign Studies
and Devvensky Griffiths (2004). Research tends to focus on negative aspects such as
excessive play and addiction. Children spend their time playing computer games
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
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.
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
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
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
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
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
"
Foreign Literatures
Playing videogames is seen as an exciting aspect of the media scene and has
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
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
publication bias. Despite pressure from various societies, many videogames contain a
large amount of violence. Violent games are seen to promote feelings of excitement,
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.
The virtual reality game "Snow World" puts patients in the wonders of the Arctic Circle,
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
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.
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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
that activate positive emotions and reward systems" helped improve children's condition
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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
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
Local Literatures
to aggression, stress, and vital signs. Libero (2013) is studying online learning games
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.
gambling, or video game addiction is associated with adult hypertension, heart disease,
Foreign Studies
(2009), the consequences of exposure to violent video games are aggressive thoughts,
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
neurological remodeling.
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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
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2006. Nicholas Carnagey, Craig Anderson, and Brad Bushman. Their research
shows that violent exposure to video games increases violent behavior and reduces
physiological motivation for violence in the real world after exposing the virtual video
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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 &
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
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