Review of Related Literature
Review of Related Literature
Review of Related Literature
This chapter presents the related literature and studies that are necessary for
enhancing the ideas regarding this research. It also provides explanations and logical
connections between previous researches and present study.
. They identify and explore online game addiction among the particular students
and respondents. The aspects explored are the experience and commitment to playing
online video games, the gamers health issues, the inconsistent emotion reaction during
playing online games and reality versus fantasy realization that is shown due to
reduction as social interaction which eventually effects the gamers relationship with
others. Since online games are known as one of the second entertainment after TV,
opponents of these games emphasize on their negative effects such as stimulating
anger and violence, costing a lot of money and having a negative effects in physical and
mental health.
Online games has also a positive effects such as increasiong the coordination of
eyes and hands (Klein and Keepers 2010). Quality of education and school
performance of the students are measured by different factors; several determinants of
school performance in the primary and secondary levels were identified. These factors
have a postive relationship with student's performance, which means that the higher or
better values of the factors lead to higher demand of education.
On the other hand, factors that affects the supply of education are proximity to
school, accessibility to schooling, infastructure and teacher-pupil ratio. All mentioned
determinants, except teacher-pupil ratio, positively affect school performance (Angeles,
2010) Interference with the demands of society life including socializing and academic
work. Moreover, successful learning definitely needs motivation. Learning motivation is
the key factor whether digital game base learning and web base learning community
work or not. The Academic community has undergone profound transformation during
these years, assuming new dimensions influenced by technology driven applications.
According to Pernsky (2011) computer games can create new learning culture as
adapted with the habits of children and adults.
They indicated that the internet usage impacts education in a positive way by
increasing communications with classmates and professors. Despite the positive impact
of online games on academic performance, research finding have shown that excessive
internet usage adversely affect one physical health, family life and academic
performance (Akhter, 2013) Excessive online gaming may in extreame cases lead to
symptoms commonly experienced by substance addicts, namely salience, mood
modification, craving and tolerance (Mehroof and Griffiths, 2010).
According to Chen and Cheng (2011), online gaming does not only have a negative
effect on the academic performance of a student. It also enriched learners learning
motivation and academic performance through digital interactive games or what so
called Online games.
According to our research , children who had prior game experience had higher
levels of aggression than those who had not. Not all studies involving games had
positive results. Very few scholars would disagree with this statement. There have been
too many theoretical studies concluding that games are well suited for teaching.
A large amount of studies have been conducted arguing that games “teach”
students to “learn” concepts while playing and connections are made just by playing a
game. Scholars on the negative side of the spectrum argue that games are not good
because they promote violence and reinforce negative patterns. Scholars have
conducted a large number of studies examining games and violence but empirical
research on games and learning is scarce. Pragmatic studies of this kind are rarely
conducted. A possible reason for it is because educational game research shifts the
importance to education rather than entertainment. The purpose of this study is to
investigate if classroom games help freshman state college students majoring in
education to score higher in factual knowledge exams
Psychological Effect
There is a large body of evidence which suggests that violent video games
lead to increased aggression and even violence. Some studies have yielded
nonsignificant video game effects, just as some smoking studies failed to find a
significant link to lung cancer. But when one combines all relevant empirical studies
using meta-analytic techniques, five separate effects emerge with considerable
consistency. Violent video games are significantly associated with: increased
aggressive behavior, thoughts, and affect; increased physiological arousal; and
decreased prosocial (helping) behavior. (Anderson, 2010) In another study which
considers available research on media violence, several relevant conclusions were
reached (Anderson, et al., 2010). Video game violence is linked to aggression in the
short term.
The study focused largely on TV and movies as the basis for the first three, but
specifically mentioned the effect of videogame violence as increasing the risks of
violence in teens. The research in this study concluded that “brief exposure to violent
video games increases aggressive thoughts, feelings, and behavior” (Escobar-Chaves
and Anderson, 2010).
Sociological Effect
Research on the social effects of video games is also mixed (Allison, Wahlde,
Shockley, & Gabbard, 2011). Some studies have found that video games are similar to
addictions such as gambling which create negative social effects. Massively Multiplayer
Online Role Playing Games (MMORPGs) have been called “heroinware” because they
are “simultaneously competitive and highly social” (Allison, Wahlde, Shockley, and
Gabbard, 2011).
Other studies have noted positive aspects of the games such as the ability to
experiment with aspects of individual identity which do not come out in public. Video
games can also have positive social effects. One measure of this which has significant
research is that of prosocial behavior. Prosocial behavior is defined as when one person
acts to help another. While research on this topic is mixed, there is evidence that games
which focus on prosocial behavior lead to prosocial results (Schie and Wiegman, 2010).
One recent study focused specifically on the effects of prosocial games on
undergraduate students (Gentile, et al., 2011). It was found that playing prosocial video
games significantly impacted the immediate helpfulness of the player. As was expected
from previous work by Anderson and others, violent and neutral video games did not
increase the helpfulness of the test subjects.
Conceptual Framework
Sociological
Psychological
FEEDBACK
Figure 2. Research Paradigm based on the Input- Process- Output (IPO) model.
It shows the Inputs from the research subjects, the processes of conducting research
and the expected output of the study.
Figure 2. Represent the research paradigm of the study is I-P-O wherein the
input of the study are the Demographic profile of the respondent according to their age,
gender preference of the online games. The process is the assessment on the effect of
online games of psychological and sociological, and lastly, the output is the evaluation
of the effect of online games of psychological and sociological.