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Chapter 2

REVIEW OF RELATED LITERATURE

LOCAL

According to the study of “Mixed Up E-games”, (Micheal Detablan, et. al, ACLC taguig

October 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. Parents also benefit from it since they don’t have to persuade their

children to learn new things. By letting the kids play educational games, they will be able to

acquire new skills or improve what they already have.

A software game “Traffic Jam 2” created by eSoft Interactive, a Philippine-based

software company estrablished on April 2001 and Specializes in game development for various

platforms, is also a casual-mind game. The goal is to get the yellow beetle out of the traffic jam

by moving vehicles out of its way. There a lots of puzzle to breeze through and compare time

records to friends to know who are the quickest in solving traffic jams.

The Effect of Online Games on the Filipino Youth

The youth of today no longer seem to spend their leisure activities like the olden days,

outdoor games or playing with toys, instead, they spend their free time in their homes, internet

cafes or computer shop simply to satisfy their hunger; and that hunger is Online Gaming. Online

Gaming has such a profound impact on not only the young, but dynamically every age as group

as well. So far, virtually anyone is able to go on a computer and punch through the keys and
mouse in order to get high score, chat with players, get the rarest items, and level up as fast as

possible. Yes. There seems to be no restriction as to whom, how or what online gaming can

extend to.

As in any situation where new technology is introduced, the social impac the internet

is being looked at. One social problem that has been observed is that internet café has become

mainly game centres. About one-half to two-thirds of the computers in a typical internet café,

according to one study, are devoted to games (violent and gory games). The use of the

remaining computers was roughly split between browsing, email, online chat, word processing

and research.

Sipa Mobile App Game

According to (developer ng sipa) or (year) “kick” is literally meaning sipa in Filipino

language, one of the many traditional games in the Philippines It involves an object which is

made out of rubber and washer, or sometimes a 5 centavo coin and a piece of candy wrapper.

The objective of the game is to kick the object upwards as long as it takes by alliance without

the object considered as the winner.

Since this game is widely played by Filipinos in their childhood days the developers of

this game team buthchokoy were inspired to make “Sipa” a mobile app to show their love for

the game itself and to cater their nationalistic efforts in introducing Filipino culture to the

Global market. According to their main website the inspiration here is not just to develop a

mobile game , but to prove and inspire other Filipinos, that even with a limited resources and

not know-how, one can create something if you put your heart and soul for it. (Buthchokoy.com

2011).
INTERNATIONAL

Online Gaming: Impact on the Academic Performance and Social


Behavior of the Students in Polytechnic University of the Philippines
Laboratory High School
This study was conducted to assess and find out the impact of on-line gaming on the

academic performance and social behavior of the students in the Polytechnic University of the

Philippines-Laboratory High School. Furthermore, this study sought answers on the significant

relationship between playing on-line games and academic performance and to social behavior

of the students.

The study revealed that boys are more of a player compared to girls who often play

games that require three or more players like League of Legends, Clash of Clans, Crossfire and

many more to mention. It is also stated that those who play online games are around 14-15

years old who are believed to be in the Grade 8 level. These students who often play games

have an average weekly allowance of 101 pesos to 500 pesos. Playing online games do not

affect their grades badly for they know how to limit themselves. They know that they need to

control themselves in order to function well in their class that is why they only play games

during vacation and weekends with a lot of time compared when they have classes.

Even though they play online games; they know how to socialize well and they can

perform very well when it comes to academic performance. However, it is inevitable not to play

even for half an hour especially when they are accustomed to it. Therefore, it is just a matter of

discipline.
Online Games, Addiction and Overuse of

According (Mark D Griffiths) Online gaming addiction is a topic of increasing research

interest. Since the early 2000s, there has been a significant increase in the number of empirical

studies examining various aspects of problematic online gaming and online gaming addiction.

This entry examines the contemporary research literature by analyzing (1) the prevalence of

problematic online gaming use and online gaming addiction; (2) the negative consequences of

excessive online gaming; (3) the factors associated with problematic online gaming and online

gaming addiction; and (4) the treatment of problematic online gaming and online gaming

addiction. The entry concludes by looking at the trends in the field and a consideration of what

the future of online gaming addiction might be.

A Literature Review on the Impact of Online Games in Learning Vocabulary

This study has been prepared with the aim of to find out the (a) relationship between online

games and vocabulary learning and (b) whether gender effects vocabulary learning through the online

games. As one of the outcomes of technology, computer assisted language learning (CALL) increased the

popularity of using computers in the classroom environments as a tool for learning languages. Along

with the development of internet, the games started to appear in the form of online games.

Correlatively this paper investigated five international articles related to online games and vocabulary

learning from Iran, Turkey and China in which different methods have been employed including

quantitative and qualitative measurements. The evaluation of the articles showed that adopting online

games in language teaching for vocabulary learning is more efficient than rote learning; however the
success depends on the gender. Male students do better in gaining vocabulary through online games

comparing to female learners (Mahmut Kayaaltı)

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