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AMA COMPUTER LEARNING CENTER- COLLEGE OF MANILA 1

CHAPTER II

REVIEWS OF RELATED LITERATURE AND STUDIES

The target of this study is to give more knowledge and information to student

gamers. The results of this present research have both experimental and

theoretical implications for future research. Finally, this study is a form of

shared experience that can help in similar studies.

Foreign Literature

ANAND (2007)

According to Maria Anand, the penetration of video games into the United

States alone is huge, with at least 90% of children that have played (rented or

owned) video games. This is a record level that continues to increase. 55% of

console players and 66% of online players are over 18. The college demographic

seems to be the major group of gamers simply because they have a lack of

parental supervision and they have more unflexible schedules, allowing their

children to spent time in computer.

According to Anderson and Dill (2007) video games has suggested that

only gaming does have an impact on performance directly, but it also triggers a

higher level of aggression, which is often linked to problems in school and

decreased academic performance.


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According to Ruratanasirikul, Wongwaitaweewong, and Sangsupawanich

(2009) found that the excessive playing of video games (five hours or more per

session) resulted in school grades that were below a 3.00 average, and that time

spent playing was a predictor of academic performance. They also suggested that

video games indirectly lead to decreased performance through promoting

violence. Finally, they noted that playing video games took time away from school

activities, homework, social interaction, etc.

According to Jackson et al (2008) the usage of games is casually related

to an increase in visual-spatial skills, which is often come in handy in the fields of

science, mathematics, technology, and engineering.


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Local Literature

According to Panis (2007) the increasing number of girl gamers. He

recollected the experience of Pamela Jemimah 'PJ' Punla, an avid gamer of the

online role-playing game Granado Espada set in the Baroque Era and Age of

Exploration. The game uses the tri-player, singular control feature.

Because of her aggressive play as swordswoman, the male gamers

competing with her and asked if she was a girl. She said that the male gamers

"can't wrap their heads around the concept of a girl playing online games" Panis

(2007) added "that when PJ plays in Internet Cafes, boys would surround and

watch her". This only shows that the males make up the majority of the gaming

market so that most role-playing games focus on this gender.

According to the article "The gamification of education Why playing is

the future of learning" by Michael Logarta(2014), students can be benefit more

in gamification of education than using the traditional way of educating students.

Gamification means using game mechanics to make teaching more interesting,

motivating, casual and fun for students. Instead of restricting them from playing

games, why not use certain games that can increase their knowledge ,

memorization and skills. Also, if lessons are given in a game-like manner, students

would tend to remember it more than lectures that are stated in a news-like

manner.
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Foreign Studies

According to Graner Ray(2009) Despite the increasing number of women

gamers, their preferences are not being addressed accordingly by the video game

industry. And why female non-gamer have a critical and negative view about

games were also conducted over the recent years.(Consalvo, Royce, Lee,

Baasanjav, Hopson 2008)

According to Grimes(2003) that the female game characters roles' are

primary heroes and avatar. The female game characters studied are Samus Aran

of Metroid Prime, Alex of Eternal Darkness and Jil Valentine of Resident Evil.
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Local Studies

According to the study of "Mixed-Up E-games", (Michael Detablan., et.

al, ACLC Taguig 2013) the project has different categories : different shapes,

math games, colouring games, typing games and more. By creating various games

that are fun yet educational, kids can learn skills like problem solving and boosting

creativity so they'll have advance learning before they go to school.

Mark Anthony Gubaras, Neil Jerome Morales, Stephen Norries Padilla

and Jun Daryl Zamora(2007) conducted a study The Playground Is Alive: Online

games and the Formation of a Virtual Subculture showing that game developers do

not influence directly the formation of the virtual subculture but they create the

means for developing it through make-believe situations found in games with life-

like images and place. Through online role-playing games, gamers form identities

set apart from their true personalities and patterned after online characters. In the

virtual world, gamers interact and develop their own shared meanings, views and

options reflected in the language they use to create relationships.

According to Gubaras et. al (2007), He believed that the existence of

these characters gives a hint on the persons behind them becomes their means of

expressing their hidden selves. They suggested that the virtual subculture

developing in onlne-games as well as other genres of video games should be

further explored.
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The amount of students who played online games is increasing because

the lack of guidance of their parents, it has big impact to the one whom playing it

because it triggers themselves to be more aggressive which may attach to conflict

on their personal lives just like an example of schoolworks and also in house.

Uncontrolled playing online games can lead to falling in academically, it may also

promote the violence in the individual. The inadequate of the online games is the

spatial skills of your can intendedly descend which can relate in the fields of

science, mathematics, technology, and engineering. But psychologist argued about

this issue because its might beneficial in cognitive development. At some point,

some male gamer tramp their ego when female gamers is more skilled than them.

Research tell that video games can change the brain regions who responsible for

attention and visouspatial skills that can make them more coherent. Gamification of

education can help students to benefit because gamification means applying

game mechanics to make teaching more motivating and fascinating.

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