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2.1 ONLINE GAMING

History of Online Gaming According to Aradhana Gupta, online games really blossomed after the
year 1995 when the restrictions imparted by the NFSNET (National Science Foundation Network) were
removed. This resulted in the access to the complete domain of the internet and hence multi-player
games became online ‘literally’ to the maximum possible degree of realism. Today, most of the online
games that are present are also free and hence they are able to provide ample resources of enjoyment
without the need to spend a single penny.

Why : Based on the facts of Justin Visda, Heinson Tan and Bryan Yaranon, online games are hard to
resist, particularly if it’s only around our environment. Students find it happy and enjoyable and they
eventually forget their tasks and problems, but it does a bad effect to them, which is called addiction.
According to them, addiction is too much playing, and it cannot be resisted because most of the youth
tells that they are bored with their everyday lives, especially to their studies. That’s why online games is
addictive and it gives them enjoyment.

2.2 EFFECTS OF ONLINE GAMING TO BEHAVIOR

2.3 EFFECTS OF ONLINE GAMING TO ACADEMICS

Effects of Online Gaming According to Science Daily (Oct. 22, 2007), Joshua Smyth, Associate professor
of psychology in The College of Arts and Sciences of Syracuse University, recently conducted a
randomized trial study of college students contrasting the effects of playing online socially
interconnected video games with more traditional single player or arcade-style games.

Smyth’s research found that online, socially integrated multiplayer games create greater negative
consequences (decreased health, well-being, sleep, socialization and academic work) but also garner far
greater positive results (greater enjoyment in playing, increased interest in continuing play and a rise in
the acquisition of new friendships) than do single-player games. Computer games as a leisure activity
have become an ever-increasing part of many young people’s day-today lives (Griffiths &Davis; Durkin,
2006). More recently, with the rapid diffusion of broadband Internet services and high-end graphic cards
for computers and console systems, online videos-games—games played over a certain online
networks- have become more popular and attractive than ever before (Sherry & Bowman, in press).

In the effects of online gaming, based on the facts of ScienceDaily in October 22, 2007, Joshua Smyth
found out that online socially integrated multiplayer integrated multiplayer games create greater
negative consequences but also garner far higher good results than do single player games, while Searle
Huh and Nicholas David explained that online games are highly addictive.This shows that online gaming
is really addictive, especially to stude

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