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Chapter 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the review of related studies for the present study. The review
was done to support the conceptual framework of this research.

Foreign Studies

There is a study that shows that playing video games brought many challenges to the players’
behavior. But, the effect through playing it depends on the content of the game, depends on
how it is displayed, and depends on how the player interprets it. According to other studies
that was studied medically, it worth mention that neurons in the body with the effects that
happen when playing online games is the same with the way on how they deal on the effects
in the real world. The effect of playing mobile games can be negative of the players’
behavior, such as violence and aggression [ CITATION Muh19 \l 1033 ].

Studies also showed that mobile games rely on particular, embodied behaviors on behalf of
the player’s behaviors interact with space and time in ways unseen in other games forms. But,
it wasn’t just the games that do this, it is also the astute combination of gaming hardware in
the form of a phone or tablet, the manner in which the games are designed to invite those
behaviors and the players’ corporeal behaviors also. There are three elements of mobile
gaming bodies observed, such as physicality, spatiality and temporality [ CITATION Sky18 \l
1033 ]

There is another study that showed video and mobile games affects a children’s behavior.
The result of the study presents that most of the bad effects of the games are blamed on the
violence and other behavior issues. It shows that children who play more mobile or video
games are more likely to have increased communication problem, conduct disorder or
disruptive behavior, aggressive thoughts, feelings, and behaviors [ CITATION Sin16 \l 1033 ].

The study of Plinq (2019) shows that games captivates players. It has a strong element that
makes the gamers enter a state of “optimal experience” or “flow” by Csikszentmihalyi. But,
games influence consumers to spend, the majority of games make their money later in the
process by influencing consumers [ CITATION Pli19 \l 1033 ].
Study of Hollingdale and Greitemeyer (2014) showed that violent video games have the most
consumers. In a longitudinal study, it shows that habitual violent video game play predicts
later aggression even after controlling for intial levels of aggressiveness. Evidences from
meta-analyses confirm that exposure to violent video games increases aggressions that
involves aggressive behavior [ CITATION Jac14 \l 1033 ].

There is a study that showed some games containing elements of violence stimulate
aggressive behavior that deviates among students. They tend to follow the characters within
the game. It makes them want to try it in the real world. Consequently, those innocent people
sometimes become victims of violence and even cause death [ CITATION The20 \l 1033 ].

Local Studies

There is a study that showed that playing online games, like Mobile Legends can give
a positive effect on the social behavior of students. There is a significant relationship between
the social behavior of the respondents in the study and playing online games, in terms of its
frequency [ CITATION Den17 \l 1033 ].

In a study, Baula et. al (2017) aimed o evaluate the relationship of online gaming and
social behavior around the locality using the Grade XI students of University of Immaculate
Conception- School Year: 2016-2017 as the respondents of this study.

In another study, it showed that the respondents were shown to have low levels of
aggression and narcissism, while having average levels of self-esteem and life-satisfaction.
There is a significant moderate association between time spent playing online games and
narcissism among the respondents, while the other risk factors showed no significant
association with time spent playing online games. The respondents on this study are all
females [ CITATION Dal17 \l 1033 ].

However, even though the associations were not significant, aggression was shown to
have a weak association with time spent playing online games, while self-esteem and life
satisfaction have a very weak association with time spent playing online games. Narcissism is
the risk factor that best predicts the time spent playing online games of the respondents since
it’s the only risk factor that significantly predicts time spent playing online games of the
respondents [ CITATION Dal17 \l 1033 ].

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