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This chapter presents the review of related literature and studies which
Related Literature
Survival, Point Blank, Dota 2, League of Legends, Mobile Legends and etc., that
understand and assess how players differ from one another and how motivations
of play relate to age, gender, usage, patterns, and in-games behaviors. Many of
According to Sherry et. al. (2001) investigating the reasons for playing video and
age 15-20 in the West USA found that 68% of adolescents had these games as
their weekly entertainment. The reasons for playing these games among boys
were excitements and challenges and they insisted to win. Moreover, sports and
remains difficult because of the complex nature of student life and academic
Playing video games is often associated in our society with poor academic
which a youth spends on the internet directly affects their academic performance
as well. By spending copious amounts of time on the internet, youth are taking
away from time that could be devoted to studying, reading and completing other
student dedicated more time to school work and less time to the internet. Online
games or what we also called are very popular in our today’s generation, in terms
has a purpose within society or else it would not exist. According to Kendall
(2008) the internet has been seen as a disfunction of society, by preventing youth
Although many people say that playing online games have negative effects
(Shaffer, Squire, Halverson, Gee, 2005) claims that this game can used to learn
and experience other things and learn how to interact to other people thru virtual
words.
The effect that interactive digital media has on the learning process is not
completely negative. It is not that the medium itself is inherently flawed, but
much of the information that gets transmitted thru it maybe. As was noted in
If the content is being consumed and it is positive, then positive results can be
Related Studies
through the years. Different studies also have different outcome or result.
According to Anderson and Dill (2002) there is negative correlation between the
two. Thus, meaning there is no relationship between playing online games and
Playing video games is often associated in our society with poor academic
found a negative correlation between GPA and time spent playing video games.
The correlation was relatively small. Time alone accounted for a 4% variance in
GPA yet the findings are significant. However, several order studies contend that
Some individuals spend so much time in playing online games and may cause
analysis found a value for video game usage and grade-point average (GPA) was
greater than a 95% confidence level. Chi-squared result were not significant
when comparing time spent studying and an individuals Scholastic Aptitude Test
Academic Performance. This research that video games have a detrimental effect
on an individual’s GPA and possibly on SAT scores. Although these results show
individuals spend so much time in playing online games that it creates problem
in their lives. Gaming too much may allow players to express themselves in ways
they may not feel comfortable doing in real life, because of their appearance,