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REVIEW RELATED LITERATURE

This chapter exhibits some related literature connect to the research including mobile legend,
language variation, register.

Local Literature

Vinluan (2016) stated that computer gaming is one of the fast-developingsectors of this
generation of computer technology. Computer games offer theirpatrons with a new dimension of
virtual entertainment. The youth especially,college students are the usual patrons of computer
games. According to NIKOMedia Research (2017), the projected number of online gamers in the
Philippines rose from 21 million in 2012 to 28.72 million in 2014. Meanwhile,statistics from
Juha Sompinmaki of Tech in Asia show that about 409, of thegaming population of the
Philippines is aged 18-24 years old.Furthermore, many multiplayer games such as DOTA or
Defense of theAncients and LOL or League of Legends involve cooperation with other
onlineplayers in order o win. These games encourage players to make the most oftheir individual
skills to contribute to the team

Foreign Literature

Dockrill (2012) stated that students who regularly spend time playingonline games are developing analytical and
problemsolving skills that can alsohelp them in their schoolwork. He also said that when you play online games
you’re solving puzzles to move to the next level and that involves using some ofthe general knowledge and skills
in maths, reading, and science that you’ve been taught during the day.Computer games have become one of the
most important entertainmenttools for children, teenagers and even adults all around the globe. Allowingaccess to
the virtual world with unlimited possibilities, computer gamescompulsively attract many people. In fact, they have
become an integral partofhuman society. In other words, by providing virtual fun and entertainingenvironments
(Demirbileka & lema Tamer, 2010), and having characteristicssuch as being interesting and exciting, computer
games stimulate motivationandcreate a sense of enjoyment of learning. They not only have become one ofthe
most significant recreations for all age groups, but also they have potentialsto be used for educational purposes as a
new strategy (Prensky, 2003; Tuzaun& et al.,2009; Grimley & et al., 2011). Therefore, video games can no longer
beseen asmere entertainment tools. Today the positive effects of video games areemphasized more than ever. As
Games have become a tool to communicate,teach, and influence attitudes and behavior, numerous studies have
suggestedthat they have positive effects on problem solving, achievement as well ascreating interest
andcommitment in learning (Tuzaun & et al., 2009; Kim,Park, & baek, 2009).In an experiment by Williams
(2006), school performance increased afterthe participantsdramatically decreased (limited time spent using
technology to30 minutes per day) their usage of all technology, including video games.Finally,
Jaruratanasirikul,et.al, (2009) found that the excessive playing ofvideo games (five hours or moreper session)
resulted in school grades thatwere below a 3.00 average, and that time spent playing was a predictor ofacademic
performance. They also suggestedthat video games indirectly lead todecreased performance through promoting
violence. Finally, they noted thatplaying video games took time away from school activities, homework,
socialinteraction, etc.However, there is also plenty of researchto suggest that interactive videogames can actually
lead to increased academic performance (Anand, 2007).Smyth (2007) suggested that complex games may lead to
academicsuccess by engaging players in problem solving, critical thinking, andcreativity.Anand (2007) also found
that males were more prone to these resultsthan females, because males tend to play video games more. The
penetration ofvideo games into the United States alone is huge, with at least 90% of homeshaving children that
have played (rented or owned) video games. This is arecord level that continues to increase. 55% of console
players and 66% ofonline players are over 18. The college demographic seems to be the majorgroup of gamers
simply because they have a lack of parental supervision andthey have more flexible schedules, allowing for mor e
play time. The studies and literature concerning the effects of online games to theacademic performance of the
students are contradictory because some of themsuggest that online games may lead to negative effects while
others said that itgives positive benefits The relationship between the usage of computer gamesand academic
performance has no definitive answer to the question of whethercomputer games disrupt academic performance.
References

PastoralCharles , Justin L. Salazar (2017 ) EFFECTS OF ONLINE GAMING TOWARDS


THE ACADEMICPERFORMANCE OF SELECTED GRADE 12 GAS STUDENTS
OFMARINDUQUE MIDWEST COLLEGE Retrived from
https://www.academia.edu/36105197/Final_Research_Pastoral_Salazar_.pdf

Jessa M. Esperas , Levy Monge Jr. , Justin Paul Leopando , Mica Dumilon ( 2019 ) EFFECTS OF MOBILE
GAMES (MOBILE LEGENDS) TO THE ACADEMICPERFORMANCE OF GRADE 12
STUDENTS IN HIGHWAY HILLS INTEGRATEDSCHOOL 2019-2020 Retrived from
https://www.scribd.com/document/418091342/Effects-of-mobile-
games?fbclid=IwAR0kUX8nsK11CqlRIO43eXekCO6GUJiSMq48e8B-bKacCGXG_J1P8sP_9AA

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