Review of Related Literature and Studies
Review of Related Literature and Studies
Review of Related Literature and Studies
This chapter presents the literature and studies relevant to presentation investigation.
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
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
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
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
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,
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
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,
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,