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INTO MOBILE GAMING: A LITERATURE REVIEW

Chapter I

INTRODUCTION to the Study

Chapter 1 is consisted of 5 parts namely (1) Background and


Theoretical Framework of the Study; (2) Statement of the Problem
and Hypotheses; (3) Significance of the Study; (4) Definition of
Terms, and (5) Delimitation of the Study.
Part One, Background and Theoretical Framework of the Study,
discusses the circumstances affecting the culture, presents the
Theoretical Framework, which serves as the backbone of this
study, and presents the conceptual framework, which discusses
important concepts and interrelationships among variables that
are consider in the study.
Part Two, Statement of the Problem and Hypotheses states the
general, as well as, the specific problems and the hypotheses
test.
Part Three, Significance of the Study, identifies the
stakeholders of the research study and the benefits each can
profit from the result.
Part Four, Definition of Terms, provides the meaning of the
technical terms use in the study, both conceptually and
operationally.
Part Five, Delimitation of the Study, states the scope of the
study in terms of research design, variables, participants,
research instruments and the statistical tools use in
interpreting the results of the study.
Background and Theoretical Framework of the Study
The rise in the use of the internet has led to many changes in
the daily life of every person who is connected to it. In
particular, this rise has also led to the rise of online gaming
specifically games that are available in mobile phones. Online
gaming can refer to any type of game that someone could play
through the internet or over a computer network specifically
online games that are in mobile phones. Most of the time, online
gaming refers to the video games played over the internet, where
multiple players are in different locations around the world but
with the existence of internet and mobile phones whoever or
wherever you are you can easily connect with other people from
all over the world. In most cases, online games in mobile phones
are freeware programs that can be used for an unlimited time and
are available for free. However, there are mobile games that
required the player to pay in order for them to used the
different special features that the game offers. Most percentage
of online mobile games available nowadays is written in Flash,
Shockwave and Java languages, languages that are used by mobile
creators in creating different online mobile games. Because of
that, they feature more primitive game play than downloadable
games, a kind of game play that offers enjoyment to the players.
Having an online mobile gaming experience typically requires a
high-speed internet connection and a high- tech touched screen
mobile phone. Proper hardware will also be required whether it’s
a game that requires internet connection or not, such as smart
phones, android phones or iphones that is connected to the
internet and that are considered as touch screens. These days,
gaming technology has progressed to an amazing extent. Things
like streaming 3-D animation graphics with superb surround sound
functions now have the ability to make all gamers addicted to
gaming. In terms of mobile video games, online gaming is growing
in popularity for variety of reasons. Gamers can easily find
opponents of a similar skill level when playing a head-to-head
game over the internet. Players also can compete in massively
multiplayer games, where dozens of players play an ongoing game
in a virtual gaming world. Some online mobile games charge a
monthly fee for access to the video game software that a gamer
wants to acquire or download. Today, one can see the impact of
mobile online games and video games in politics, television,
popular music and Hollywood. A lot of research is conducted by
other researchers in order to study its effects on the lifestyle
and behavior of the power leveling gamers especially the gamers
that are teens or kids. Online mobile games are the most sought
after leisure activities that are followed by people nowadays,
especially by millennials. Technology play a major role in
shaping the future of the kids of today. Days are gone when
children loved to indulge in outdoor game activities, rather than
running or playing outside under the sun or rain, children
nowadayschoose to spend most of their time playing online mobile
games. Online mobile games surely have an impact on the minds of
a lot of people nowadays, especially the youths. Taking into
consideration, it is positively a great mind exercise to a person
and helps kids explore many new things through the use of
internet and technology. It included the improvement in recursive
and proactive thinking, increased sociability and improved
interpretive skills for the gamers. Some researched shows that
the ones who play online mobile games are more active and have
sharper minds than their other counterparts who are not involved
in playing online mobile games. However, online mobile games and
video games also received a much more negative critic, because
games are often coined with issues such as mindless
entertainment, enhanced social recluse, sexism and consumerism.
Researched shows that kids who play violent video games showed an
increased in emotional arousal and a corresponding decrease of
activity in brain areas involving self-control, inhabitation and
attention. Everyone who plays online mobile games has a different
reason for playing, and the usage of the game leads to different
effects for each individual. Childhood upbringings, peer
influences, pressures at school and family issues are all factors
that have a strong connection with the effects of gaming on
individuals. Online mobile games maybe therapeutic for some
people, but the amount of people who are negatively affected by
gaming impact are many and cannot be ignored.

Furthermore, this investigation was also founded by Birgit


Schmitz, Roland Klemke and Marcus Specht literature review in
relation to the context of effects of online mobile gaming
patterns on learning outcomes. Literature review; is a search and
evaluation of the available literature in a given subject or
chosen research topic area. It documents the state of the art
with respect to the subject or research topic one is writing
about. It surveys, the literature in the chosen area of study. it
synthesizes, the information in that literature into a summary.
It critically analyzes, the information gathered by identifying
gaps in current knowledge by showing the limitations of theories
and points of view and by formulating areas for further research
and reviewing areas of research controversy. It presents, the
literature in an organized way. A literature review shows your
readers that you have an in- depth grasp of your research subject
and that you understand where your own research fits into and
adds to an existing body of agreed knowledge.
(https://www.rlf.org.uk/resources/what-is-a-literature-
review/,Ret. 12/05/2018)
Gee identifies 36 areas of learning embedded in well designed
video games which, it is argued, contribute towards promoting a
much richer form of cognitive development than traditional modes
of teaching. Gee further stresses thatwhile what is learned in
games may not necessary be morally ‘good’ (acts of want on
violence, glorification of tragedies in human history), the
learning process is more often than not a highly effective one.
There are claims that specific cognitive skills can be developed
when games with no specifically intended educational purpose are
played outside the classroom. Indeed, Prensky has highlighted
distinct types of learning which can, in theory, be taught via
particular game genres beyond those intended as educational tools
– aspects which will be tested to some degree in the study
presented in this paper. However, it is worth highlighting at
this point that the aim of the study has not been to argue for or
against those issues, as many of the studies mentioned above have
done, but has merely been aimed at determining the influence of
unmonitored and unrestricted access to commercial games on
examination performance – from which conclusions may or may not
be validly
drawn.(https://www.nacada.ksu.edu/Resources/Journal/CurrentPast-
Book-Reviews/What-Video-Games-Have-to-Teach-Us-About-Learning-
and-Literacy.aspx,Ret. 12/08/2018)
According to Molcho, gaming has provided evidence that
instructional games can promote retention and the ability to
transfer knowledge to new domains. Instructional games are
attractive to learners because they offer a simple and creative
means of providing high-level motivation, clear and consistent
goals, and sustained interactivity. Gaming as an instructional
variable may be analyzed as methods of rehearsal by facilitating
the organization and retention of content. The theory of
intrinsic motivation is by far the dominant source of support for
instructional gaming. Research has provided evidence that
instructional gaming has the intrinsic ability to develop the
learners' confidence in determining their own destiny. This
theory suggests that intrinsic motivation in an instructional
gaming context is comprised of an optimal relationship between
fantasy, challenge, curiosity, and control. (Malone, 1981)
(https://www.academia.edu/8382300/ Ret. 12/05/2018)
The conceptual framework for this study is found below. The
researchers presumed that the following were the factors to
describe the academic performance of students who are into online
mobile gaming of Batan Academy.

Figure 1. Preference to play, purposes/ reasons for playing and


impacts/effects of online mobile gaming in their lives as
presumed factors of the academic performance of Batan Academy
students.
Statement of the Problem
This literature review is conducted primarily to explore the
academic performance of students of Batan Academy,school year
2020- 2021 who are into online mobile gaming.
This study aims to know the impacts of online gaming among the
Grade 12 students of Batan Academy in (address of school)
Specifically, this study sought answers to the following
questions:
1. What is the profile of the respondents in terms of:
1.1. Age
1.2. Gender
1.3. Educational Status
1.4. Online games commonly played
1.5. Length of time the respondents play online games (in terms
of months or years)
1.6. Length of time the respondents play online games in a week
and day (in terms of hour)
1.7. Amount of money the respondents spend for online gaming (per
day)
2. What are the advantages of online gaming among Grade 12
students of Batan Academy?
3. What are the disadvantages of online gaming among Grade 12
students of Batan Academy?

Significance of the Study


This study will be valuable and significant to students,parents,
teachers, readers and future researchers.
Students. This study is primarily important to students, for it
will give them information about the impacts they may get from
online gaming.
Parents. This study will serve as basis to help share with other
parents the information about certain games or ideas about mobile
games. Also it will help them understand the behavior and study
habit of their children when they are engaged into such
activity.This study will help the parents to have enough
knowledge about the impacts of online gaming among their children
who are studying.
Teachers. To the Teachers, it will provide additional knowledge
on what strategy to use to educate students about the well-known
effects of online gaming to students, academic performance,
problem solving strategy, decision making and special
visualization.
Readers. This study will help the readers to have the
understanding about the impact of online mobile gaming.

Game Makers and Producers. This study will provide insights to


the game makers and producers regarding the effects or impacts of
the online mobile games that they produce to the academic
performance of the students and in which they could use those
insights in the creation of their future online mobile games.
Future Researchers. The ideas presented may be used as reference
data in conducting new researches or in testing the validit3y of
other related findings. This study will also serve as their
cross-reference that will give them a background or an overview
of mobile phone gamers.This may serve as a basis for future
research that they will conduct.
Definition of Terms
For clearer understanding of the work, the following terms were
defined both conceptually and operationally:
Advantage- A condition or circumstance that puts one in a
favourable or superior position.
(https://en.oxforddictionaries.com/definition/advantage,Ret.12/08
/2018)
In this study, “advantage” is a benefit or gain by the teachers
and students due to the students use of online mobile games.
Disadvantage- loss or damage especially to reputation, credit, or
finances
(https://www.merriam-webster.com/dictionary/disadvantage,Ret.12/0
8/2018)
In this study, “disadvantage” is something that makes a situation
worse or that makes somebody or something less effective or
desirable for the teachers or students due to the students use of
online mobile games.
Impact- A marked effect or influence.
(https://en.oxforddictionaries.com/definition/impact,Ret.
12/08/2018)
In this study, “impact” is the powerful or dramatic effect that
playing online mobile games to the teachers or students.

Internet-an electronic communications network that connects


computer networks and organizational computer facilities around
the world —used with the except when being used attributively
(https://www.merriam-webster.com/dictionary/Internet,Ret.12/08/20
18)
In this study, “internet” is an electronic communication network
that connects computer network and organizational computer
facilities around the world and that is use in playing online
mobile games.

Online game- An online game is a video game played over some form
of computer network. This network is usually the internet or
equivalent technology, but games have always used whatever
technology was current: modems before the Internet, and hard
wired terminals before modems.
(https://www.definitions.net/definition/online+game,Ret.
12/08/2018)
In this study, “online game” is a game that can be run from an
internet browser and requires the internet connection.

Technology-Technology refers to methods, systems, and devices


which are the result of scientific knowledge being used for
practical purposes.
(https://www.collinsdictionary.com/dictionary/english/technology,
Ret. 12/08/2018)
In this study, “technology” is the practical application of
knowledge especially in a particular areas and that are used by
students in playing online mobile games.
Mobile game- The games referred to are ones preinstalled on the
phone and do not require a wireless connection to play. With
mobile phones getting ever more powerful, the games are following
suit in terms of complexity and graphics. Some phones even have
dedicated gaming keys and even look like portable mini gaming
consoles. (https://www.gsmarena.com/glossary.php3?term=mobile-
games,Ret.12/08/2018)
In this study, “mobile game” is a game that can be run through
the use mobile phones.

Mobile phone-A mobile phone is a wireless handheld device that


allows users to make and receive calls and to send text messages,
among other features. The earliest generation of mobile phones
could only make and receive calls. Today’s mobile phones,
however, are packed with many additional features, such as web
browsers, games, cameras, video players and even navigational
systems. (https://www.techopedia.com/definition/2955/mobile-
phone,Ret.12/08/2018)
In this study, “mobile phone” is a device that is required to use
as a medium in order for the students to play online mobile
games.
Literature Review-A literature review is a comprehensive summary
of previous research on a topic. The literature review surveys
scholarly articles, books, and other sources relevant to a
particular area of research.
(https://guides.library.bloomu.edu/litreview,Ret .12/08/2018)
In this study, “literature review” referres to the process and
manner of inquiry which is use by the researcher to investigate
and conduct the study.

Delimitations of the Study


This literature review is conducted to explore the impacts of
online gaming among the Grade 12 students of Batan Academy,
school year 2020- 2021.
The school included in the study is Batan Academy,(private
school) in (address of school) which is the one of school in the
district of (district). There are three sets of data in the
study. First, the qualitative Data which would be collected
through a questionnaire completed by the respondents themselves.
Second, the in-depth discussion where the student’s views and
answers are composed. The researchers led a discussion among a
student. Lastly, the Academic Performance among Students that are
into Online Mobile Gaming Questionnaire. It identifies the
impacts or effects of online mobile gaming to the academic
performance of students.
This research is conducted among the respondents; Grade 12(number
of sections).
In the interpretation of the data, descriptive statistics and
quantitative statistics would be use. It includes the mean and
standard deviation. Mean is use to express the questionnaire’
result of the respondents and the standard deviation described
the homogeneity of scores.

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