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Chapter 2

REVIEW OF RELATED LITERATURE AND STUDY

This chapter includes the review of related literature, foreign literature,


local literature, review of related study, foreign study, local study and synthesis.
Introduction

This chapter is all about the review of related literature and studies that will serve
as a reference of the respondents, it will also add knowledge about the online
gaming and how it will affect the academic performance of a student.

Review of Related Literature

Foreign Literature

In a statement by Anderson, Gentile, Brown and Swing (2014)

“Video gaming has become a world phenomenon in the field of


entertainment. Video gaming has also been used every day by millions of
people and that it is of great interference in their works in the real world”

According to the statement above video games greatly affects the human
behavior of millions people. It usually happens in most of the teenagers that
causes addiction in video games.

In a statement by Thursten (2015)

“It took a two-year beta testing before it hit online and once it was fully
accessed by the majority of online gamers, it gathered 3 million players
who were already active.”

According to the statement above they come in testing to discover what could
be the hit to all gamers. And once it was fully developed , they will introduce it to
all who likes playing video games.

In a statement by Wohlman (2014),

“Gamers are given the opportunity to express their own self without
worrying since video games respect the anonymity by the creation of an
avatar and the option they give to disclose a little information about the
gamer.”

According to the statement above with the help of video games , gamers can
easily expressed their own self without worrying , most especially when they
have problems they go to computer shop and spread out all their problems in life.

In a statement by Anderson, Gentile and Buckley (2014)

“A longitudinal study of elementary school children are said to be more


exposed in gaming and predicts poorer grades in their school.”

According to the statement above since , it highly affects all the people , even
elementary student that causes low grades in school because they are not
focusing on their study.

In a statement by Gentile (2014)

“Children who finds trouble in school decides to spend more time playing
video games in order to gain attention from their parents will lead to poor
school performance.”

According to the statement above lack of attention leads the kids to start
online gaming and cause it of addiction that they will bought till they reach an
adult age.

Local Literature

In a statement by Nestor Udtojan (2014)

“They choose this hugely popular game because it inspires the users to
complete different challenges in which they can interact or link up different
players around the world.”

According to the statement above some of the effect to the student when
playing online games they can interact to the players around the world and they
can make strategies that can apply to their real life.

In a statement by Kato (2014)

“The society will mostly think that video games is just for entertainment.”

According to the statement above some of the people think that video game is
just for entertainment, they didn’t know that it is already been subjected to
research studies.

In a study by Angeles (2015)


“ Income, foregone income, school quality, and health are the factors that
affect the demand for education. These factors have a positive relationship with
student’s performance, which means that higher/ better values of the factors lead
to higher demand for education”

According to the statement On the other hand, factors that affect the supply
of education are proximity to school, accessibility to schooling, infrastructure and
teacher-pupil ratio.
In a Study by Oliveros and Sapio (2014)
“Several studies were conducted to find out the relationship between
technological advancements, specifically computers and computer games, and
students’ school performance.”
According to the statement Studies indicate that children who play computer
games can improve visual intelligence skills. Parents believed that computer use
is related to better academic performance of the children. It was found that high
school students who used educational software at home scored significantly
higher on computer literacy tests than other students.

In a study by Kokkinakis AV, Cowling PI, Drachen A, Wade AR (2015)


“Games of strategy, such as chess or mancala, can be found across
cultures and skilled performance in these games has been associated with
intelligence historically”
According to the statement that strategy games tap a number of facets of
intelligence: visualization of possible moves, short-term memory rehearsal and
the ability delay immediate gratification to increase future rewards (for example,
sacrificing a piece in chess in order to win the game in a later turn.
Review of Related Study

Foreign Study

In a statement by Anderson and Dill (2015)

“There is a negative correlation between the two.”

According to the statement above it means that there is no relation between the
number of hours played bya player and his grades.

In a statement by Sy (2015)

“Too much of everything is not always good.”

According to the statement above being addicted to any online games is bad in
so many obvious ways.

In a statement by Austine Pinkleton and Fujioka (2014)

“Parental meditation is correlated with better academic performance. And has


been shown to increase beliefs in factors.”

According to the statement above which refers to the parental consent of the
players as they play a violent online game.

In a statement by Christopher P.Barlett and Christopher Rodeheffer (2014)

“The outcomes of violent video games exposure are aggression thoughts


feelings and physiological arousal.”

According to the statement above they stated that the arousal of the video games
influence the students more.

In a statement by Tracey Miller (2015)


“Computer game addiction is a new development in the world of mental
health, treatments are not as well established as those for
depression,anxiety,anger etc. Most interventions take a cognitive-behavioral
approach which involve changing how the addicts think about the addiction.”

According to the statement above computer game addiction really affects the
cognitive behavioral of a student it vary on how the student thinks about
everything.

Local Study

In a statement by Lindtner and Szablewicz (2013)


“Then I introduce the local specificities of DZU that contribute to the
high profile of MOBA games at DZU as an important site for male bonding”
According to the statement This article unfolds in five sections. In the first
section, I foreground the theoretical framework and methodology of my research

In a statement by Swartz, D.Culture and Power: The Sociology of Pierre


Bourdieu (2014)
“Consequently, different groups negotiate their positions in the social
hierarchy through the power interplay that centers on the value and distribution of
capital. Bourdieu”
According to the statement Demonstrating that MOBA games constitute an
arena where performances of social class, and recognition of class entitlements,
are enacted and coded in a highly gendered way

In a statement by Connell (2015)


“Hegemonic masculinity refers to one form of masculinity that is culturally
exalted and its exaltation stabilizes a structure of dominance and oppression
over femininity and over other forms of masculinity”
According to the statement while hegemonic masculinity describes the
dominant version of masculinity
In a statement by Yee (2013)
“The popularity of online games has fuelled controversial discussion on
the effects of game-play”
According to the statement Online games have been criticized for many
reasons, one being the possibility of causing game addiction, so that players
become completely absorbed in game-play and continue to play games even
though they might feel exhausted

In a statement by Griffiths and Hunt (2015)


“Pointed out that both parents and professionals believed that children's
addiction to video games may disturb their normal learning, cognition,
socialization and mental development”
According to the statement Some other scholars, however, have focused on
the prosocial effects fostered by gaming

Synthesis

Online gaming primarily DOTA and LOL has a huge impact in our gaming
industry it is one of the famous game that the student play nowadays. The
researchers then conclude that this said games has the effect in their academic
performance that leads them to poor performance in school because they are
focusing on how they will level up the said game, and also the researcher believe
that playing online games will affect their behavior and it will also lead them to
addiction.

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