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CHAPTER 2

REVIEW OF RELATED LITERATURE

This chapter presents the related literature studies after the thorough and in-

depth search done by the researchers. This will also present the synthesis of the art,

theoretical and framework to fully understand the research to be done and lastly the

definition of terms for better comprehension of the study.

Related Literature

This Literature Review focused on the Impacts of violent or non-violent video

game exposure on negative and positive outcomes. Negative outcomes include

negative behavior whereas positive outcomes include various types of learning.

Video games is one of the game which widely played by the people especially to

the students or the teenagers to used their free time activities and to develop their skills

when it comes to online games. Through Video games, it can negatively impact their

behavior if they did not used it in a proper way.

Keyterms: Video Games, behavior, Impact on students and children, violent

video games, addiction,


Local Literature

In the Philippines, there is a lack of research on the relationship of video games

to aggression, stress, and vital signs. Libero (2013) is studying online learning games

because of the wide interest of children in video games.

Statistics Portal released data showing that more than 500 million people

worldwide play video and computer games every day and accumulate nearly 3 billion

hours of video games per week worldwide. Introduced in the 1970s and first played on

large public arcade machines, the 1980s allowed consumers to play games on their

home consoles.

According to Ivy Shiue (2010), environmental exposure to drinking, smoking,

gambling, or video game addiction is associated with adult hypertension, heart disease,

and cerebrovascular, allergies, and health and well-being self-assessment.

Foreign Literature

Video games are ubiquitous in most children and adolescents' lives, with 97%

playing at least one hour a day in the United States. The overwhelming majority of

psychologist studies on the outcome of "games" were related to their adverse effects:

potential harm associated with violence, addiction, and depression. We recognize the

value of that research. However, he argues that a more balanced perspective is

needed. It takes into account the benefits of playing these games as well as the

possible negative effects. It is important to consider these potential benefits as the

characters in these games have changed dramatically over the last decade and have
become increasingly complex, diverse, realistic, and social in nature. is. A small but

important series of studies documenting these benefits have begun to emerge, primarily

within the last five years. This article summarizes research on the positive effects of

playing video games that specialize in four key areas: cognition, motivation, emotion,

and society. By integrating insights from development, positive, and psychology as well

as media psychology, we propose several candidate mechanisms that may promote

real-world psychosocial benefits by playing video games. .. Our aim is to provide strong

evidence and rationale sufficient to stimulate new research programs on the benefits of

most unexplored psychological states in the game.

Foreign Literature

Online games have both positive and negative impacts on people, especially

students. This is one of the drawbacks. Many cases among students are addicted. And

this addiction can lead to worse problems. Students may steal money. They become

lazy when it comes to studying and may prefer to play all day long. Some people skip

school to spend more time playing. (SujatAli Hamzah) Addictive gamers spend so much

time playing that their personal relationships are ignored and sometimes even

completely disappear. Among married addicted gamers, up to 50% report their marriage

tensions as a result of their addiction. Addictive gamers also ignore the responsibilities

of everyday life, such as school and work. (UNC-OASIS) There are various genres of

online games in today's world. The first is a console game. Console games are more

commonly referred to as video games. They are played on a device specially made for

gameplay called a video game console. Players operate the game through a handheld
device with a controller, buttons, and a joystick or pad. Video and sound are received by

gamers via the TV. Examples of consoles include Microsoft Xbox, Sony Playstation,

Nintendo GameCube, and Nintendo Wii. The second is a real-time strategy game. This

is a type of video game in which the player executes a strategy along the way, usually

conquering the enemy and reaching the final destination without being eradicated. For

example, to win, players decide which route to take, what they need to do, and how to

do it. Contrast with first-person shooting games. The third is a cross-platform online

game. Develop or run the software for multiple types of hardware platforms. The most

universal cross-platform application is the web browser. Web browsers created for all

desktop and mobile platforms render web pages "almost" the same, no matter which

computer they are running on.

Foreign Literature

Video gaming is clearly a well-liked sort of gaming platform, with video games

collectively spending 3 billion hours per week ahead of their screens. Due to their

widespread use, scientists have researched how video games shape the brain and

behavior. Are these effects positive or negative? According to Nicolas (10, July 2017),

they examine the evidence. At a look, quite 150 million people within the US play video

games regularly, or for a minimum of 3 hours per week. The average American gamer

may be a 35-year-old adult, with 72 percent of gamers aged 18 or older. For video

games use by children, most parents – 71 percent – indicate that video games have a

positive influence on their child’s life.


Video game sales still increase year by year. In 2016, the video games industry

sold quite 24.5 billion games – up to 23.2 billion in 2015, and 21.4 billion in 2014.

The top three best-selling video games of 2016 were Call of Duty: Infinite Warfare,

Battlefield 1, and Tom Clancy's The Division. These games fall into the first-person

shooter or action-adventure genres – the very two genres, accounting for 27.5 percent

and 22.5 percent of sales, respectively. First-person shooter and action genres often

stand accused of stirring aggression and causing violence and addiction.

Decades of research examining video gaming and violence have did not reach

consensus among scientists. Scientists are unable to seek out a causal link between

playing video games and acts of violence within the world.

Foreign Literature

Playing videogames is seen as an exciting aspect of the media scene and has

experienced a tremendous expansion in recent years. There has been an increase in

the number of children using video games in many parts of the world, particularly in the

United States (Hagan, et al.). Violent video games in children in the United States,

playtimes for videogames increased from 4 hours per week in the 1980s, to about 13

hours per week in recent years.

Various studies have shown that violent content in videogames is detrimental to

players, especially children, in the real world. When players become desensitized, they

tend to increase their aggression and decrease their sympathy. Other researchers have

suggested that playing videogames with children does not lead to significant aggressive
behavior because the magnitude of the impact on meta-analysis may be a result of

publication bias. Despite pressure from various societies, many videogames contain a

large amount of violence. Violent games are seen to promote feelings of excitement,

pleasure, and power to players.

Foreign Literature

Video games can affect your behavior but it can dependent on how a person

treats their gaming lifestyle. According to the research of von der Heiden, Braun, Müller,

and Egloff (2019), they studied the relation between video gaming and gamers’

psychological functioning. Questionnaires on personality and psychological health also

as video gaming habits were answered by 2,734 individuals who are: 2,377 males, 357

females. Results revealed a most but not all have a negative effect on their behavior

between problematic video gaming and psychological functioning with regard to

psychological symptoms, affectivity, coping, and self-esteem Moreover, gamers’

reasons for enjoying and their favorite game genres were differentially associated with

psychological functioning with the foremost notable findings for distraction-motivated

players also as action game players.

Some of the changes that will affect your behavior in playing video games is that

you will have a change of personality. You might develop shyness, the desire to be

alone and to not be disturbed. Although, this not always the case because you can also

get the feeling of enjoyment and satisfaction when you play.


Reference: von der Heiden JM, Braun B, Müller KW and Egloff B (2019) The

Association Between Video Gaming and Psychological Functioning. Front. Psychol.

10:1731. doi: 10.3389/fpsyg.2019.01731

Foreign Literature

At the extent of the negative influence of video games, we have the number of

your time allocated to the particular activity of gaming, which renders the aspect of

balance or imbalance of the activity. This aspect is going to be outlined in the study.

Thus, we will mention both the excessive use of video games and a few pathological

problems in this regard. Studies show that there are tendencies towards pathological

manifestation regarding video games. this is often shown by the disproportionality of the

allocated time and by a series of symptoms, like withdrawal, solitude, lack of control,

also as conflicts intra or interpersonal. the elemental difference between the

pathological and therefore the excessive gaming activity is given by the very fact that

the primary type, the pathological one, results in the manifestation of problematic

behavior, whereas the latter results in behavior with disproportionate valence [11].

(Calin et al.,2016)

Foreign Study

According to previous studies, aggressive behavior and some other antisocial

personalities may be due to the family environment, peer pressure, and computer

games. Violent computer games, along with some of the violent cultures inhabited by
many students and adults, play a more important role in today's society. The social

impact of violent computer video games has been discussed by many scientists

regarding juvenile violence. This text briefly describes the study of violent computer

games on the negative effects on a player's personality development, such as

aggression, antisocial emotions, and behavior. Violent computer video games at events

are not the only way to contribute to people's negative behavior. There is often a

consistent conclusion that violent computer games increase a player's aggressive

behavior, aggressive cognition, psychological arousal, hostility, and other negative

reactions. However, it's not that frustrating. Playing the game has a positive effect on

both players and students. If used the right way, that's right. Develop our basic cognitive

processing, thinking, and problem-solving skills.

Foreign Study

As video games playing has increased, so to have reports of problematic behavior

cuasing by playing video games. The terms used to describe problematic behavior

video games play vary across the research literature (Brunborg et al. 2013).

In the present study video games addiction is used as the preferred term and will

be used to refer to problematic or pathological use of video games, where gaming leads

to a functional impairment in daily life. Lemmens et al. (2009) define video games

addiction as an “excessive and compulsive use of computer or video games that leads

to in social and/or emotional problems; despite these problems, the gamer is unable to

regulate this excessive use.” (Lemmens et al. 2009, p. 78).


Video gaming is one among the foremost popular contemporary recreational

activities. It has been shown that 59 % you look after all Americans play video games

(Ipsos MediaCT 2014).

An average of 48 % you look after Europeans have played video games (Ipsos

MediaCT 2012), which 56 % you look after young adult Norwegians (aged 16–40 years)

play video games regularly (Mentzoni et al. 2011).

Among adolescents, the proportion of players is even higher, as demonstrated in

a survey showing that 97 % you look after Americans aged 12–17 years play video

games (Lenhart et al. 2008).

Foreign Study

Recently, research studies and media have reported on the detrimental effects

video games wear the social behaviors of adolescents. For example, previous studies

have found that playing video games is positively related to aggressive behaviors and

negatively related to prosocial behaviors.

However, only a couple of studies have examined the mediating effects of

personal characteristics between students playing video games and their social

behaviors. Thus, employing a sample of 1,242 seventh, eighth, and ninth grade Korean

students, the authors aimed to work out how playing video games is said to aggressive

and prosocial behaviors and whether their emotional abilities of adolescents, such as

empathy, emotional regulation, and self-control behavior, mediate this relationship.


The results indicated that video games have a big direct effect on brain

behaviors, and a big indirect effect on prosocial behaviors. Specifically, empathy and

behavioral self-control were found to mediate the relationship between playing video

games and prosocial behaviors. These results suggest different prevention and

intervention approaches to scale back aggressive behaviors and increase prosocial

behaviors in students exposed to video games. The implications of those findings are

discussed.

Foreign Study

"According to a study by Christopher P. Barlett and Christopher Rodeheffer

(2009), the consequences of exposure to violent video games are aggressive thoughts,

emotions, and physiological arousal."

"Psychological Impact of Video Games on Youth: In a review by Lavinia McLean and

Mark Griffiths (2013), this study found that (a) the role and impact of video games on

youth living in a technological society, and how this impact occurs. Potential (b) Young

people's exposure to violent video games can be seen in the context of risk factors for

the development of aggression, and thus in the understanding of research within this

area. "

"Isabela Granic, Adam Lobel, and Rutger CME Engels (20014) said," The

benefits of playing video games, video games are a controlled training regimen, and

behavioral changes result from brain changes and performance. It provides a context of
motivational behavior. Improvements are parallel to enduring physical and functional

neurological remodeling.

Foreign Study

2014. Sarah Proto, Craig A. Anderson, Douglas A. Gentile, Stephanie C. Brown,

Edward L. Swing. According to their study, recent studies have shown that playing

violent video games is desensitized to violence (Bartholow, Bushman, & Sestir, 2005),

reduced empathy, and reduced the likelihood of prosocial behavior (Bushman &

Anderson, 2009). ) Is also shown. ..

Like gambling, playing video games begins as a form of entertainment. When

video games begin to have a negative impact on life, they become morbid for some

people (Sim et al., 2012). Currently, video game addiction is not yet officially classified

as a formal disorder in the Diagnostic and Statistical Manual of Mental Illness (DSM).

Foreign Study

As an adolescent you will find video games a joy to have as a hobby to do. In a

study that is around a six years, they discovered that 90% of people who play video

games actually doesn’t have any negative affects happened to them in the long run

even having gaming as a hobby of theirs. This proves that gaming as a hobby doesn’t

mean it has the stereotype for a person that everyone says.


Your mental health can only be affected by this if you start getting obsessive over

the games you play. Having too much of a good thing is a bad thing. 10% of the said

people is the one that are affected by the change of behavior due to video games. The

mental and the psychological changes is that they have a higher level of depression,

they are aggressive, has developed shyness, overly attached to their phones and they

are anxious.

With that being said, you can enjoy video games but try to understand to also

take care of yourself and look after yourself. The only way video games can affect you

is the way you treat your hobby as.

Brigham Young University. (2020, May 13). Is video game addiction real?.

ScienceDaily. Retrieved October 29, 2020 from

www.sciencedaily.com/releases/2020/05/200513143803.htm

Foreign Study

The study conducted by Tang & Fox (2016) Online video games afford co‐play

and social interaction, often unidentified, among players from all over the world. As

foreseen by the social identity model of deindividuation result, Unpleasant actions aren't

uncommon in online gaming environments, and online harassment has become a

pervasive issue within the gaming community. during this study, we sought to figure out

what personality traits and game‐related variables foresee two kinds of online

aggression in video games: general harassment (e.g., skill‐based taunting, insulting

others’ intelligence) and harassment (e.g., sexist comments, rape threats). The guy who
plays online video games (N = 425) takes part in an anonymous online survey. Social

dominance orientation and aggressive sexism foresee higher levels of both harassment

and general harassment in online games. Game participation and hours of weekly

gameplay were additional foretellers of general intimidation. We discuss the implications

of online social aggression and online harrying for online gaming. We also apply our

findings to the broader understanding of online harassment, cyberaggression,

cyberbullying, and other kinds of online malice in computer‐mediated communication

contexts.

Foreign Study

The study conducted by Anderson & Dill (2000) Two studies examined violent

video game effects on aggression-related variables. Study 1 found that real-life

aggressive video gameplay was firmly related to aggressive behavior and delinquency.

The connection was powerful for individuals who are characteristically aggressive and

for men. Academic achievement was detrimental related to the overall quantity of time

consumed by playing video games. In Study 2, laboratory exposure to a

diagrammatically aggressive video game increased aggressive thoughts and behavior.

In both studies, the guy had a more hostile view of the world than did the lady. The

outcome from both studies is accordant with the General intuitive Aggression Model,

which foretell that exposure to violent video games will expand aggressive behavior in

both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).
Foreign Study

According to Passmore & Holder (2014) Typical impressions regarding video

games, the consequences of playing video games, and of gamers themselves, are

largely negative. These impressions are oversimplified at the best, and easily wrong, at

worst. One reason for this negative impression is that the portrayal of gamers by the

mainstream media as lonely individuals who play video games secluded in their

basements (Gamespot, 2013). this is often a gross misportrayal. actually, most

computer game playing occurs within a social context—either with friends or family

within the same room, or interacting with other players via a variety of massively

multiplayer online (MMO) games (Entertainment Software Association [ESA], 2013).

Also contributing to the negative impressions surrounding gaming and gamers is

that the media is quick to make headlines out of tenuous links between tragic events

and computer game playing.

Foreign Study

The Study Conducted by Drummond & Sauer (2014) Video-gaming is common

among adolescents in industrialized countries, with prevalence rates above 75% (Desai

RA, Krishnan-Sarin S, Cavallo D, Potenzo MD, 2010). Could this ordinary pastime

negatively impact adolescents' academic performance? The exciting, fast-paced nature

of the many videogames could conceivably compromise children's ability to specialize in

less attention-grabbing tasks (e.g., schoolwork). according to this concept, increased

video-gaming has been related to (a) higher rates of teacher-reports of student attention
problems (Swing EL, Gentile DA, Anderson CA, Walsh DA, 2010) and (b) poorer sleep

efficiency (King DL, Gradisar M, Drummond A, Lovato N, Wessel J, et al, 2013).

Attentional shortfall and poor sleep could both plausibly diminish academic

performance. Further, increased time spent video-gaming can also reduce course time

and, potentially, academic performance (Barlett CP, Anderson CA, Swing EL, 2009).

Presently, evidence on whether video-gaming negatively affects academic

achievement is just too weak for causal claims (Barlett CP, Anderson CA, Swing EL,

2009). Although some researchers have reported a negative association between time

consumed video-gaming and college students' GPA (Anderson CA, Dill KE, 2000), and

secondary students' school grades (Anderson CA, Gentile DA, Buckley KE, 2007),

(Gentile DA, Lynch PL, Linder JR, Walsh DA, 2004), others have found no connection

between video-gaming and faculty grades (Creasey GL, Myers BJ, 1986), (van Schie

EGM, Wiegman O, 1997), (Ferguson CJ, 2011). Despite this restricted empirical

support, the proposal that video-games may negatively influence academic

performance has received extensive media attention (for example, (Dewar G,

2013), (Gentile DA, n.d.), (Isanski B, 2010), (Sabella RA, 2010)). More comprehensive

scrutiny of the effect of video-gaming on academic performance is required.

Foreign Study

Research on video games has submitted accordant findings that aggressive

video games expand aggression and reduce prosocial behavior. However, these

studies typically examined single-player games. Of interest is that the result of


cooperative play during an aggressive computer game on subsequent cooperative or

competitive behavior. Contributor played Halo II (a first-person shooter game)

cooperatively or competitively then finished a modified prisoner's dilemma task to

evaluate competitive and cooperative behavior. Compared with the competitive play

state, players within the cooperative state occupied in additional tit-for-tat behaviors—a

pattern of behavior that typically precedes cooperative behavior. The social context of

gameplay influenced subsequent behavior quite the content of the sport that was

played. (Ewoldsen et al.,2012)

Foreign Study

According to Greitemeyer & McLatchie (2011) Past research has provided

abundant evidence that playing aggressive video games expands hostile behavior. So

far, these results are explained mainly because of the results of priming existing

apprehension structures. The research detail here examined the part of repudiating

humanness to people in accounting for the result that playing a violent computer game

has on hostile behavior. In two experiments, we found that playing violent video games

increased dehumanization, which successively evoked aggressive behavior. Thus, it

appears that video-game-induced hostile behavior is triggered when victimizers discern

the victim to be less human.


Local Literature

In the Philippines, where video games are a multi-million peso business. Video

games can range from simple words to games with complex graphics and virtual worlds

with many players. The internet or any other equivalent technology is often used here,

but games can use any technology available such as cellphones, computers, Gameboy,

and PSP. According to Ordinario (2017) “This is Exercise for the brain” because you

think, plan, and make a strategy. Video games, on the other hand, have far-reaching

effects. Playing video games is stealing your time and your time. According to Ennette

“Once I start playing, I can’t stop. I always say to myself, ‘Just one level!’ But ‘I don’t

realize, it’s been a while since I’ve been in front of the screen” in that situation you can

see the time you spent playing. According to the 2013 survey, the average age of

players is 30. Those who play video games are mostly women with an estimated 45

percent gathered, usually aged 19 and over. Of the men, only 19 percent play video

games aged 17 and under.

Excessive focus on the screen of the player results in blurred vision due to

radiation emitted by the screen. Radiation is a wave that can damage our eyes.

Malnutrition also causes playing video games. Excessive obsession with the game is

the result of the person being lazy to eat and do other activities and exercise.

Playing video games is a good hobby if in the right place. But do not let it control

your time or neglect the important things in your life. Yes, instead of focusing on how

you can win video games, would it not be better to focus on how you can achieve your

goals, for real life.


Local Literature

Video games can give you chemicals in your brain that can give you enjoyment.

With this, you should keep in mind that having too much can mean no good to you. The

reason why should try to at least control your addiction to video games because this can

really affect your growth from a young age.

According to Castillo (2016), Most children regularly engaging in Video game

play have shown by sophisticated imaging studies that the release of the hormone

dopamine is increased, which is associated with most types of addiction.

The increase of dopamine can one experience pleasure. Repeated exposure to

an addictive substance or behavior such as playing video games conditions the brain

cells in key areas like the prefrontal cortex (the part of the brain that does planning and

executing tasks) to crave and follow the substance or behavior causing the discharge of

dopamine. The end is that the person is getting “addicted” to the source of pleasure,

and in this case, addiction to video games.

This is why some of the people playing video games can easily fall for the rabbit

hole of video gaming addiction. Because, when they have access to this and it captures

their interest, the chemical in your brain that gives you enjoyment increase.

Reference: Castillo, R., (2016, Feburary 06). Video games adversely affect children’s

brains. Inquirer.net. https://business.inquirer.net/206733/video-games-adversely-affect-

childrens-brains
Local Study

The study conducted by Dumrique, Castillo (2018), revealed that boys are more

spend the time of a player compared to girls who often play popular video games that

require three or more players like Dota, League of Legends, Crossfire and many more

to mention. It is also stated that those who play video games are around 11-15 years

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

games have an average weekly allowance of 100 pesos to 200 pesos. Playing video

games does 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 their brain 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 video 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 addicted to it. Therefore, it is

just a matter of discipline.

Several studies in psychology have found out that increased time spent on Video

Games can lead to a negative impact on a person’s brain to communicate appropriately

face-to-face with friends, peers, family members including parents.


Local Study

A study in a school story conducted an interview with their fellow school mates.

They started with the age of the respondents, the gender, year level, preferred time to

play games, reasons as to why they play games, and the implications of playing video

games at their studies. The majority of respondents are 19 – 20. 50.40% are females.

And the most of year level that responded to their interview thirds year or grade 9.

The most answered time to play 5 – 10 pm, this Is probably the time they are out

of school and have time to play. The online game that has the majority as the commonly

playing game is Clash of Clans. The reason for this because during this time, the

research was being done, Clash of Clans was the trendy game.

Most of the respondents answered that 1-3 hours is the total time they played on

online games while 10.8% 3-5 hours that they play on online games which is a good

reasonable amount of time to play games.

The reason they say that they play video games is that mostly they say that it’s

for entertainment, and the rest mostly say they play games out of boredom and to

relieve stress.

The downfall of playing games is that they can’t focus on their studies because it

can consume their time.

This can say that people's game in their free time to kill time or just to entertain

themselves, so they can escape reality and have fun. They play the game that is

popular probably because it was recommended to them by someone to play. They play

a good reasonable time to play games and try to manage their time. However, because
of this kind of entertainment, it can take some time for them and it makes them less

focused on their studies because of the fun they are having and forgets about it.

Verecio, R., (2018). Online Gaming Addiction among BSIT Students of Leyte

Normal University Philippines its Implication towards Academic Performance. Indian

Journal of Science and Technology. DOI: 10.17485/ijst/2018/v11i47/137972

https://www.researchgate.net/publication/329884770_Online_Gaming_Addiction

_among_BSIT_Students_of_Leyte_Normal_University_Philippines_its_Implication_towa

rds_Academic_Performance

Local Study

The video game district, an information technology support (ITES) industry, has

expanded rapidly over the last 40 years, growing at 13.3% annually. In the Philippines,

which is currently one of the top destinations of ITS in the world, the number of game

developers is projected to increase from 4,300 in 2016 to 9,100 in 2022. Support for

information technology response in the Philippines, and operations to address these

concerns using classical or Graseria-founded theoretical methods. The results of the

survey help game development organizations improve work processes and conditions,

which can lead to increased productivity and quality, leading to schools an overview and

evolution of game-related programs and curriculum. I will.


A survey conducted by Weststar (2015) conducted a qualitative survey of

workers making video games. This study used a sub-analysis of online sources to show

that video game developers can be understood as a unique social or occupational

group. In another qualitative study, O'Donnell (2009) found that everyday activities in

game development embody the skills that underlie creative collaborative practice, and

these abilities represent aspects of critical thinking. Claims to be. In another qualitative

study by Wu (2013), how programming education differs from other game-related

regulations, whether current game education serves the purpose of creating employable

game programmers, and what type of game education We are investigating whether the

syllabus is suitable for students who want to work. As a game programmer. Simply this

study recommends education suitable for game programmers. (Serrano & Sison 2018).

Local Study

Different video games affect brain activity (Gentile, 2009) through playing person

Games reduces brain activity but playing puzzle games increases brain activity.

Douglas (July 2009) supports the brain age principle but does brain activity really

denote a rise in intelligence? The naval army funded study supports the connection

between video games and intelligence (Perez, 2010)

Among the matter study noted was the length of your time the maximum amount

studies often used longer playtime as a basis for brain effect; no study showed how a

smaller and incremental playtime affects actual academic performance. it's important to

point out that on a minimum of during a Philippine setting, Pinoys are gamers too and a
shorter and more direct determination may show a minimum of some perceived effects

of video gaming to the tutorial standing of a student. Perhaps all that point spent playing

Super Mario isn't in any case for naught and possibly that checking out “the princess is

in another castle” wasn't an exercise in futility but one that teaches patience? (Dublin

2014)

Local Study

This study examined the consequences of computer games on the school

performance of highschool students in Los Baños, Laguna, Philippines. Allowance,

gender, coevals, and year level positively affect student's decision to play while time

spent on studying, year level, previous grade, number of books, and time spent playing

computer games are established to be significant in affecting student's production.

Results showed that the probability of a computer gamer to fail is 39%, given the

scholar has quite four siblings, a previous grade of at the most 84, lesser teachers,

lesser hours on studying, living close by a computer shop, and waste more hours

playing computer games. Moreover, 60% of the students'everyday allowance is

consumed by playing computer games. (Cortes, Alcarde & Camacho 2012)

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