Chapter 2

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CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES


This chapter presents the literature and studies relevant to presentation investigation.

Related Literature

Carey (2012) found out that the history of online gaming included contributions by many
different companies and entities. Online gaming began as multiplayer gaming, but has evolved
to include online gaming servers and massively-multiplayer online game settings.

Stated by Hassan (2011), online gaming is good and bad. Good for those who know their limits
and bad for those who fix themselves in the seats for long hours and cut off the interaction with
rest of the world.

According to the study of Chang (2009), online gaming was referred to asInternet Gaming or
Electronic Gaming. It was a gathering of players with a common game using a local area
network (LAN) where they could be on the same settings. The players seem to be in a real
situation that they use their mouse or keypads to move in the monitor, their virtual world.

Hall (2005) said that online gaming has become increasing popular over the past few years.

Both Orzack (2004) and French (2002) found out that in internet search for “gaming addiction”
yields lists of physical and psychological symptoms from dry-eyes and carpal tunnel syndrome
to “problems with school or work,” offered as indicative of problem usage behavior.

French & Dwyer (2002) claimed that online game players “don’t have normal social
relationships anymore” and play online games in order to cover feelings of anger, depression
and low self-esteem.
Turkle (1995) found out that online games enabled self-exploration and discovery that users
extended and idealized their existing personalities or try out new ways of relating to one
another that can positively affect real life relationships.

Rheingold (1993) stated that the one reason for the popularity of online games was that they
meld the fun and challenge of video games with the rewarding social aspects of online
community. Participation in online communities allows us to old friends, meet new people,
learn, and share information stay in touch with.

Related Studies

In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online gaming can be
addictive. The research has tended to concentrate on negative aspects, such as excessive play
and addiction. Instead of spending their hours on studying and doing their homework, children
spend their time on playing online games.

Gentile, et al. (2004) said that the majority of these studies have shown that online games can
be addictive and that some online games have been associated with aggressive behaviour.
However these studies have been relatively controversial as they examine these factors using
self- report methods and artificial scenarios. This type of research is fraught with problems and
criticism.

On the other hand, online gamers can also benefit on playing online games. A great variety of
forms have been developed and put into practice to enhance learning, offer solace, to drive
away boredom, and/or to persuade players to adopt certain actions and opinions. The game
play improve various thinking skills but that it can also boost cognitive speed for those who play
action games and can also improve cognitive accuracy for players who solve puzzle and strategy
games (Klabber, 2001).
Taha, J. (n.d.) said that online games are seen as good learning tool because many think that
they can teach children in ways that their teachers are failing by sparking their minds,
stimulating their thinking, and inspiring their imagination.

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