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Zerge A.

Montelibano

The impact of online games to the Senior High Students

Review of Related Literature


During I search, I have found a lot of new information about online gaming, different

kinds of online games, and that online gaming has made a huge impact on today’s society Online

games have evolved during the years, the very first video game was invented during (1960) and

now the latest play station 4 console in the newest statistic of (2017) they have confirmed an

estimated 1.8 billion online gamers and 1.2 are playing on P.C. Since everything is mostly online

now some people especially teens communicate in social media and even from games online. It

is fast graving industry where gaming companies and developers like value which own Steam

that also bought world of warcraft (DOTA Austors) In this chapter of my research I trying to find

the effects of the addiction of online games to the students to today but during deep exploration I

have found similar and coherent information on its negative effects in particular. I trying to

explain a brief representation of different from literatures, articles, and past researches or studies

about online gaming addiction. There researches I study about the psychological factor, whether

that is the factor to the online game addiction among students unlike with substance abuse, the

biological aspect of video game addiction in uncertain. Research suggests gambling elevates

dopamine, but there’s more to addiction than brain chemistry according to (Raaiji 2010). The

addict suffers from a psychological component to the addiction. Online gaming allows a person

to escape to real world and change the perception of self-worth. An online gaming addiction is

not that far from drug addiction .Both are searching for a way to make they feel better. The lure

of a fantasy world is especially pertinent to online role-playing games According to (Lan Ying

Huang 2002) by playing the online game features online gamer participants may view the game

as source of providing diversion and filling time. These gamers avoid their problems by playing

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Zerge A. Montelibano

games (Peters 7 et al, 2007) Internet addiction gives the gamer to the unique psychological

properties which is the users increase their use of these internet services the utility they gain from

each usage does not diminish, leading not only to self-destructive addiction but also to social ills.

Internet addiction is relatively new phenomenon in which social workers and psychologists are

unaware of and are these unprepared to treat at present MU (2006) points out that some of the

internet and online games addiction, including the decrease in friend and face to face interactions

with others, become infrequent while the member of friends in the virtual world exponentially

becomes weaker and weaker overtime. This means that after a long time of playing online

games, the players begin to realize the dangers of online gaming. At this point players generally

try to play less as they try to orient themselves back to the demands of society. However this

mostly unsuccessful as it almost always ends up failing Zhang (2007) and Zhou (2007), who also

researched on the online game addiction reported different results and the finding supported the

same symptom. With regards to undergraduate students who were addicted to the internet or

online games, Zhang (2007) indicated the most of these students had bad grades in their

universities. It is widely believed that game players who spend playing too many hours (above

10 hours a day) are at high risk of being addicted to online games (Anand 2007). Previous

studies have shown that online game addiction among adolescent gamers is highly correlated

with psychological problems such as time spent on games life satisfaction, loneliness, social

competence, and aggression (Lemmens et al 2009). For example, Peter and Malesky (2009)

further support the relationship between the addiction of DOTA players to the game among the

adolescents who are addicted to online games in general (Gentile, 2009; XU et al, 2012).

However, due to the lack of research on the casual relationship among gaming addiction and

these psychological variable, the authors avoid making conclusions regarding the direction of the

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Zerge A. Montelibano

relationship. 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 (Anderson and Dill 2001). The

correlation was relatively small. Time alone accounted for a 4% variance in GPA yet the findings

are significant. However, several older studies contend that the results of research have been

mixed. A 2002 study suggests that there is no clear casual relationship between video game

playing and academic performance (Emes, 2003, p 413). It goes on to say that the research is

sparse and contradictory. 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 through it may be. As was noted in a 2002 study on media

attention and cognitive abilities, content appears to be crucial ( Schmidt and Vanderwater, 2009).

If the content being consumed is positive, then positive results can be expected. The study

examined research from may sources in arriving at this conclusion. Research on the social video

games is also mixed (Allison, Wahlde, Shockley, and Gabbard, 2006). Some studies have found

that video games are similar to addiction such as gambling which create negative social effects.

There are so many online games in the Internet but most popular and played by most Junior High

and Senior High School Students they played Clash of clans, League of Legends, and Dota. One

example of Online Games is Clash of Clans or what we called “COC”, According to Koueidder,

A (2013), this can be downloaded in Google Play Store and popular in App Store that is also hot

seat as an entertainment in Android. This game is said to free mobile MMO strategy video game

which develop and published by supercell. Through this game, the players are planning to build

their own village and train troops. This is also a strategical game because it includes battle with

the opponent online player (Kouedir, A. 2013). Another most known online game is League of

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Zerge A. Montelibano

Legends (LoL). According to GAudiosi, J. (2012), roit games produced and issued the video

game League of Legends for Microsoft Windows and Os X. This game is a multiplayer online

battle arena derived from Warcraft lll. To win, the player should make a great plan and strategies

to destroy the opposing team’s “NEXUS” which is the heart center of base and surrounded by

defensive towers. All of the League of Legends matches is connected with each other. Each

game/match always starts at the weak state purchasing of items and gaining of battle experiences

that can boost the gamer’s “champion” and help it to grow strong. As of now, this game was

widely accepted as its release and boosts its popularity worldwide. (GAdious, J. 2012). Defense

of Ancients or most of the gamer simply called it DOTA is also an example of Online games.

This game is hugely popular since 1900. Many young people played this game because instead

of playing an army with an important leader, you simply play the important leader while the

computer takes care of the army. Just like the other two games, this game has also its objective

and that is to destroy the ancient on each side. Each of the gamer has it strategies to destroy the

ancient on each side. Earth of the gamer has its strategies to destroy the ancients of the

opponents. One of the reason why players continue in playing online games is that they apply

what they learn in real life situations. At last, even though there are many new online games

existing right now, this game is still hugely played by most of the gamers. (Defense of the

Ancients, n.d). According to Craton, J. (2009), the physical consequences of Online gaming

addiction includes the Carpel tunnel syndrome in which the main nerve between the forearm and

hand is squeezed or pressed. Migraine headaches that normally begins in small spot and slowly

spreads and giving you more pain can cause you to vomit. Sleep disturbance which includes

insomnia, narcolepsy and etc. Backache , because the gamer stays on one position for a long

period of time. Lack of movement that can cause stiffness and soreness, worse, it can cause

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Zerge A. Montelibano

chronic back problems. Eating irregularities, the addicted gamers cannot exert time to eat or

they will eat improperly. The physical consequences of a gamer depend on the physical

condition or status of the gamer. Yet the rigidness of the physical consequences is frequently

parallel to the level of addiction but this is not the constant instance.(Craton, J.2009). According

to Bandura,(2002),social cognitive theory of personality portrays the human individuals as a

proactive and self-reflecting agent rather than a reactive organism that is shaped solely by

external events and circumstances. At, first, if the gamer is already an online game addict, then

he/she feels good because it brings happiness and entertainment for them. For them, Life without

online game is boring so they do not mind what others say. But as the gamer continue to surf of

about more than 4 hours a day then the gamer will realize that it brings bad impacts on them.

With this, they feel sad and lonely because of the reasons that the gamer were isolated from their

family and friends. One can deny the fact that in what we do, there is always an emotional

impact on it.(Rudd, D.2011).

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