Review of Related Literature and Studies

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CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

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

Review of 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 as Internet

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.

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.

Griffiths, et al. (2003) stated that online gaming has been separated by some researchers

into three main types: stand-alone games, local and wide network (LAWN) games and massively

multiplayer online role-playing (MMORP) games.


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.

Nie&Erbring (2000) and Kraut, et al. (1998) stated that some fear that virtual

communities was detracted from social activity and involvement in the real world, replaced real

social relationships with less robust online substituted and caused users to turn away from more

traditional media.

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 stay in touch with old friends,

meet new people, learn, and share information.

The study of Carrasco (2001) stated that computers have become a part of man’s life.

Almost all the things around us were made by computers with the aid of modern machines.

Associated with the computers is the internet where we can find online games. Online game has

a big impact to children especially to teenagers. They tend to be hook by the computer.

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).

Some video games have been associated with aggressive behaviour. In that case, children

imitate online characters. Some children are at the period of modelling (Anderson & Bushman,

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.

Review of 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 computer games.

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