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CHAPTER 2

THEORETICAL FRAMEWORK

Review of Related Literature

A video game is an electronic that involves human interaction with a user interface to

generate visual feedback on a video deuce. Computer games Is a game in the form of

Computer Software, run on a personal Computer or game machine and it’s played by one or

more people using keyboard, mouse, control pad or joystick. Walsh disclosed that a lot of

teens whom he studied that their parents don’t impose a time limit on how many hours they

allowed to play video games. The study showed that most of the parents are unaware of the

content or the entertainment rating of video games their children play. The primary highlight

of a wide range of PC amusement is their energy to rouse. Being dependent on figure

amusements has mental impacts. This condition incorporates fulfillment, want, outrage,

ingestion, intrigue, fervor, delight, and pride in accomplishment. This feelings influence their

scholastic exhibitions (Mendoza and tinio, 2012)

Computer games can deny a man form this present reality. As indicated by this

database, “Clients may play habitually, segregating themselves from different types of social

contact, and concentrate altogether on in-amusement accomplishments instead of mote

extensive life occasions.” (Weinstein 2010). This implies computer game addicts concentrate

the majority of their consideration on the computer game and they don’t endeavor to

collaborate with life outside the amusement. Indications a man can have are separation from

the outside world; the individual remains isolated in their home, having no association with

the outside world. They spend throughout the day playing computer games as opposed to

being with loved ones. They likewise make objectives for themselves, yet not life objectives,

for example, taking a stab at decent evaluations, being in clubs or attempting to get a

sweetheart / girlfriend.
There are distinctive sorts of measures of impacts for a PC diversion addicts. As

indicated by this database, an investigation "Found that self-detailed rest issues,

discouragement, self-destructive, glorification, uneasiness, fixations, and impulses and

additionally liquor and substance mishandle were emphatically identified with the recurrence

of playing PC amusements" (Mentzoni, 2011)

In the research conducted by Ahn and Randall (2008), they could find that Massively-

Multiplayer-Online Games or MMOG influences both the social and scholastic ways of life of

understudies. In view of their overviewed information, understudies who are dependent in

internet amusements enrolled more F reviews when contrasted with non-dependent

understudies. This measurement relates with the measure of playing time of dependent

understudies on the MMOGs. Their overviewed information likewise demonstrates that

around half of MMOG dependent understudies were additionally announced as effectively

occupied with a physical quarrel. Dependent understudies are for the most part engaged

with contentions with their educators and their companions.

According to the research conducted by Zhang & Zhuo (2007) on online game

addiction, the physical symptoms of Internet and online game addiction were cervical

spondylosis, neurasthenia and sleep deprivation. Cervical spondylosis is spinal damage

caused by having a similar sitting position for quite a long time while playing recreations.

Then again, Neurasthenia is a mental issue checked particularly by simple fatigability and

regularly by absence of inspiration, sentiments of insufficiency, and psychosomatic side

effects. It comes about because of when players take part in a really long time of diversion

playing with no for all intents and purposes rest interims in the middle. This causes rest

affectability and disarranges which prompt dependent players to awaken a few times amid

the night and thusly this leads them experiencing a sleeping disorder which can cause

mental tension and in the end result in mental meltdowns and general tiredness.
PC recreations are the second most oftentimes utilized application after online

networking (Wakoopa, and negative results, particularly concerning animosity (find in Sherry,

2001; Elson & Ferguson, 2013a, 2013c; Ferguson, 2007). Albeit under 4% to 5% of the

clients—youths and auxiliary school understudies—are dependent on video/PC diversion

(Kuss & Griffiths, 2012), a portion of the creators communicated that PC amusement

enslavement is regular in immaturity and this causes a cycle of good frenzy (see the ethical

frenzy issue of PC recreations in Barnett & Coulson, 2010; Elson & Ferguson,

2013b; Ferguson, Coulson, & Barnett, 2011). Hellström et al. (2012) discovered utilizing

PC recreations for idealism and picking up status expanded their negative impacts and,

interestingly, utilizing diversions for the sake of entertainment and friendliness diminished

negative impacts of amusements. 2012). PC and web based diversion play rates and deals

are expanding each day (Entertainment Software Association, 2012).

Workstation furthermore internet diversions are favoured by an extensive variety

about children and adolescents to mature people. Entertainment Software Association’s

(2012) research showed that the normal diversion player may be 30 years old. Furthermore

32% of the players are less than 18 years old. Players choose to play games for several

reasons for example, fun, amusement (Griffiths / Hunts, 1995; Kuss / Griffiths, 2012),

adapting to anxiety (Grusses, Thaleman, Albrecht, / Thaleman, 2005; Wood / Griffiths,

2007)), sociability, Picking up status (Hellstrom, Nilsson, Leppert, / Aslund, 2012), and

escaping real life (Klan / Chiou, 2006; Wood, Griffiths, / Parke, 2007). Research on video

and computer gaming literature reports both positive and negative effects on player. Fifty-

two percent of the parents highlighted that computer game playing is positive and an

important element of their children’s life (Entertainment Software Association, 2012).

In addition to quantitative examinations, qualitative studies help to uncover facilitate

parts of time discernment in computer gamers. For example, all members of a qualitative

interview study revealed that they forget or lose track of time during a game, and many apply

techniques for keeping away from time misfortune, for instance setting wake up timers. An
online review among computer gamers uncovered under what conditions subjective time

misfortune happens (Wood et al., 2007). Diversion qualities most connected with time

misfortune were high unpredictability and an amusement plot, trailed by recreations giving

multi-levels and missions, as did beating high scores and multiplayer collaborations. About

portion of the members asserted that they encounter time misfortune as often as possible,

33% even every time they play. Their sentiments towards time misfortune came to from

alleviation of weariness and worry to blame for sitting around idly.

Much of the controversy about video games centers around their impact on academic

performance. Matched groups of community college students, varying in the measure of

their game‐ playing, were looked at on chosen academically‐ related factors in two

examinations. Frequent game‐ players were not more inclined to missing themselves from

brain science classes than rare players. There was no huge contrast amongst frequent and

occasional players on a measure of locus of control, or on GPAs. However, rare players

altogether got higher scores on brain research exams. The inconsistency between GPA

results and results on brain science exams was examined and suggestions were made for

future research. (McCutcheon & Campbell, 2006)

Computer fixation is inordinate utilization of the Computer which prompts genuine

adverse results for individual, social, or on the conduct of a person. An investigation made

by Block (2008), expressed that "Theoretically, the conclusion is a habitual hasty range

issue that includes on the web and additionally disconnected PC use and comprises of no

less than three subtypes: over the top gaming, sexual distractions, and email/content

informing". Web Addiction, also called PC compulsion, online dependence can be fluctuated

into various issues. This likewise includes digital relationship habit, cybersex fixation, data

over-burden, and net impulses.

Furthermore, the Internet gives a steady wellspring of data and amusement to each,

and could be gotten from practically every advanced mobile phones and in addition tablets,
and portable workstations. Most interpersonal interaction destinations permit both public and

private correspondence about any subject. According to Young (2013), "Every individual's

Internet use is unique. One may need to utilize the Internet broadly for work, for instance, or

an individual may depend intensely on person to person communication locales to stay in

contact with faraway family and companions. Investing a great deal of energy on the web

just turns into an issue when it retains excessively of one's opportunity, making them

disregard their connections, work, school, or other vital things in their lives." Many students

play computer games in order to release their feelings of loneliness, anxiety, stress, and

depression from school.

There is a gigantic sexual orientation uniqueness in the measure of time spend on

video games. While almost 1 out of 50 approaching rookies ladies played over 10 hours of

video games every week, 1 out of 10 guys confessed to doing this (UCLA Higher Education

Research Institute, 2009). The divergence increments with 10 times a greater number of

guys than females confessing to playing over 20 hours for every week.

Computer game utilization tends to drop altogether amid the main year of school.

More than 7% more understudies report playing no computer games at all after the primary

year than they did toward the begin of their first year. A similar pattern is seen at the

extremes, with around 25% less guys confessing to playing over 20 hours of video games

every week (UCLA Higher Education Research Institute, 2009).

The impact that intelligent computerized media has on the learning procedure is not

totally negative. it is not that the medium itself is naturally defective, but rather a significant

part of the data that gets transmitted through it might be. As was noted in a recent report on

media consideration and intellectual capacities, "content gives off an impression of being

vital" (Schmidt and Vanderwater, 2008). If the content being consumed is positive, at that

point positive outcomes can be normal. The examination analyzed research from many

sources in touching base at this conclusion.


Funk (1993) Identified computer game playing as a moderately high recurrence movement

among teenagers. In connection to this, a rundown of insights done by Media Family:

"Impacts of Video Game Playing on Children" came about to 97 percent of children playing

computer games in 2008. In 2006, 45 percent of children were consistent gamers and it

demonstrates that they played for at least two hours regularly. The high number of children

demonstrates the significance of figuring out how to pick diversions that will help fortify and

push the astuteness of the kid playing.

Research proposes that excessive internet gaming may prompt manifestations generally

experienced by substance addicts. Since recreations are especially speaking to kids and

youths, these people might be more in danger than different gatherings of creating gaming

fixation. Given these potential concerns, a writing survey was attempted keeping in mind the

end goal to display the characterization premise of web based gaming dependence utilizing

official mental issue systems, to recognize exact investigations that survey web based

gaming habit in kids and youths, and to exhibit and assess the discoveries against the

foundation of related and built up mental turmoil criteria. Experimental confirmation

containing 30 studies that shows that for a few youths, gaming fixation exists and that as the

compulsion creates, web based gaming addicts invest expanding measures of energy

planning for, sorting out, and really gaming. Confirmation proposes that dangerous internet

gaming can be conceptualized as a behavioral dependence instead of a confusion of drive

control (Kuss & Griffiths, 2012).

Definition of Terms

Computer addiction- an excessive use of the computer that leads to serious negative

consequence for an individual

Social Contact- having social interaction or relation with other individual

Indication- a sign or evidence that shows evidences.


Scholastic - anyhing that is concerning to school and education

Impact - Have a strong effect on the life on every individual

References

Mendoza & Tinio (2012) Effects of Computer Games Addiction to the Grade 6 students.

Weinstein (2010) Video Game Addiction. Retrieved August 23, 2017 from

http://albertgamboa.blogspot.com/p/literature-review.html

Mentzoni (2011) Video Game Addiction. Retrieved August 23, 2017 from

http://albertgamboa.blogspot.com/p/literature-review.html

Ahn and Randall (2008) Online Game Addiction Retrieved August 24, 2017 from

https://onlinegameaddiction.wordpress.com/2016/04/03/review-of-related-liter

ature-2/

Zhang & Zhuo (2007) Online Game Addiction Retrieved August 24, 2017 from

https://onlinegameaddiction.wordpress.com/2016/04/03/review-of-related-liter

ature-2/
Entertainment Software Association (2012) Computer Games: Related Literature.

University of California Retrieved August 24, 2017 from

https://studymoose.com/computer-games-related-literature-essay

Wood et al. (2007) The Effect of Computer Gaming on Subsequent Time Perception.

Retrieved September 9, 2017 from https://cyberpsychology.eu/article/view/4221/3263

McCutcheon & Campbell (2006) The Impact of Video Game Playing on Academic

Performance at a Community College. Retrieved September 9, 2017 from

http://www.tandfonline.com/doi/abs/10.1080/0361697860100105

Block (2008) Negative Effects of Computer Addiction to the Academic Performance of

Engineering Students. Retrieved September 9, 2017 from

http://www.123helpme.com/negative-effects-of-computer-addiction-to-the-aca

demic-performance-of-engineering-students-preview.asp?id=268760

Young (2013) Negative Effects of Computer Addiction to the Academic Performance of

Engineering Students. Retrieved September 9, 2017 from

http://www.123helpme.com/negative-effects-of-computer-addiction-to-the-aca

demic-performance-of-engineering-students-preview.asp?id=268760

UCLA Higher Education Research Institute (2009) The Effects of Video games on

Student Achievement. Retrieved September 14, 2017 from

http://www.acsd.org/article/the-effect-of-videogames-on-student-achievement

Schmidt and Vanderwater (2008) The Effects of Online Gaming Towards the Academic

Performance of Selected Grade 10 Students. Retrieved September 14, 2017 from


http://www.academia.edu/23474972/THE_EFFECTS_OF_ONLINE_GAMING

_TOWARDS_THE_ACADEMIC_PERFORMANCE_OF_SELECTED_GRADE

_10_STUDENTS

Funk (1993) Effects of Playing Online Videogames to the Academic Performance of

the First Year College Students of Manila Tytana College. Retrieved September 15,

2017 from http://www.academia.edu/16196229/EFFECTS_OF_PLAYING_ONLINE_VID

EOGAMES_TO_THE_ACADEMIC_PERFORMANCE_OF_THE_FIRST_YEA

R_COLLEGE_STUDENTS_OF_MANILA_TYTANA_COLLEGE_A._Y._2013-

2014

Kuss & Griffiths (2012) Online Gaming Addiction in Children and Adolescents: A review of

Empirical Research. Retrieved September 15, 2017 from

https://www.researchgate.net/publication/232708784_Online_gaming_addicti

on_in_children_and_adolescents_A_review_of_empirical_research
Conceptual Framework

Figure 1 shows how the addiction in Computer Games affects the academic performances of

Gr. 11 students. The researchers want to know what is happening to the academic

performances of the students when they’re addicted to computer games.

Computer Academic
Performance
Games of Gr. 11
Addiction students of
SMCB
Figure 1: The Effects of Addiction in Computer Games to the Academic Performances of
selected Grade 11 Students of SMCB.

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