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Chapter II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the review of related literature and studies which

are relevant to the present study.

Related Literature

Nowadays, students are addicted in online games such as: Rules of

Survival, Point Blank, Dota 2, League of Legends, Mobile Legends and etc., that

affected their academic performance. According to Nick Yee (2007) an empirical

model of layer motivations in online games provides the foundation to

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

us had focused on gadgets especially in students who got lower grades.

According to Sherry et. al. (2001) investigating the reasons for playing video and

computer games by adolescents and their game priorities on 535 adolescents in

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

violent games were more attractive for boys.


GPA versus video games is more reliable because both involve a

continuous measurement of engaged activity and performance. The connection

remains difficult because of the complex nature of student life and academic

performance. Also, video game usage may simply be a function of specific

personality types and characteristics. Excessive playing of computer games

cannot really lead to a good education for students.

Playing video games is often associated in our society with poor academic

performance in the students. According to Ferro (2009) the amount of time in

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

assignments. This will result in a lower academic performance than if that

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

of entertainment which it targets most of the adolescents and students. Internet

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

from achieving an education or performing at their academic level.

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

2008 on media attention and cognitive abilities, “content appears to be crucial”.

If the content is being consumed and it is positive, then positive results can be

expected. If the content is negative, then negative results can be expected.

Related Studies

As of today, most people relate online games to hoe academic performance

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

the low academic performance of this students.

Playing video games is often associated in our society with poor academic

performance. This anecdotal idea is supported by some research. A 2000 study

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

the results of research of have been mixed.


As a computer and internet user, they become a stable of everyday life.

Some individuals spend so much time in playing online games and may cause

failing grades/academic performance. According to Vivek Anand a chi-squared

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

(SAT) score. The relationship between Online Games/Internet User Student’s

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

statistical dependence, providing cause and effect remains difficult. Some

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,

gender, age, and sexuality.

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