Professional Documents
Culture Documents
As of today, the unending changes brought about by technology had way in the human
interaction across miles. Most people are were exposed to online gaming. Indeed, playing with it
gave negative and positive impacts on all but most especially students. When students engaged
in online games, low academic performance is noted. However, according to Anderson and Dill
(2000), there is a negative correlation between the two. Thus, meaning that there is no relation
between the number of hours played by the player and his grades. At all times students defend
the games they are playing by saying that they do learn something from them. Apparently, in
some EDUCAUSE studies, it was revealed that playing games were not just for entertainment
but as a learning experience especially interacting with other virtual community (Gee 2005).
Carey (2012) found out that the history of online gaming included contributions by many
different companies and entities. Online gaming began as multiplayer gaming but has evolved to
include online gaming servers and massively multiplayer online game settings.
As stated by Hasson (2011), online gaming is good and bad. Good for those who know
their limit and bad for those who fix themselves in the seats for long hours and cut off the
According to the study of Chang (2009), online gaming has referred to as Internet
Gaming or Electronic Gaming. It was a gathering of players with a common game using a local
area network (LAN) where they could be in the same settings. The players seem to be in a real
situation that they use their mouse or keypads to move in the monitor.
Hall (2005) said that online gaming has become increasingly popular over the past few
years. Both Orzackl (2004) and French (2002) found out that the internet search for “gaming
addiction ” yields lists of physical and physiological symptoms from dry eyes and carpal tunnel
syndrome to problems with school or work offered as indi active of problem usage behavior.
Griffiths, et al. (2003) stated that online gaming has been separated by some researchers
into three main types: standalone games, local and wide network (LAWN) games, and massively
French & Dwyer (2002) claimed that online game players “don’t have normal social
relationships anymore” and play online games to cover feelings of anger depression and low
self-esteem.
Nie & Erbring (2002) and Kraut, et Al. (1998) stated that some fear virtual communities
was detracted from social activities and involvement I the real world, replaced real social
relationships with less robust online substituted and caused users to turn away from more
traditional media.
In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online gaming
can be addictive. The research has tended to concentrate on negative aspects, such as excessive
play and addiction. Instead of spending their hours studying and doing their homework, children
Gentile, et al. (2004) said that the majority of thesis study has shown that online games
can be addictive and that some online games have been associated with aggressive behavior.
However, these studies have been relatively controversial as they examine these factors using
self-report methods and artificial scenarios. This type of research is fraught with problems and
criticism.
On the other hand, online gaming can also benefit from playing online games. A great
variety of forms have been developed and put into practice to enhance learning, offer solace,
drive away boredom, and/or pursued players to adopt certain actions and opinions. The
gameplay improves various thinking skills but that it can also boost cognitive speed for those
who play action games and can improve cognitive accuracy for a player who solves the puzzle
Rheingold (1993) stated that the one reason for the popularity of online games was that
they meld the fun and challenge of video games with the rewarding social aspects of the online
community. Participation in online communities allows us to play stay in touch with old friends,
Online games can also help us in our daily living it can relieve our stress and depression
and it helps us to think quicker and faster. Some online games players are smarter, it also boosts
your memory skills and develops attention and concentration. The online game can help you to
Techbead.com Taha, J. (n.d) said that online games are seen as a good learning tool
because many think that they can touch children in ways that their teachers are failing by
sparking their minds, stimulating their thinking, and inspiring their imagination.
In conclusion, the result of this study is in agreement with the findings of other studies
around the world. As you have noticed by now if you have through another part of the sole there
are many conflicting thoughts and even studies are showing us. It is not bad or good. The effects
of the online game, positive or negative, depend on several factors the most major one being
them and how they play the games and limit themselves.