0% found this document useful (0 votes)
204 views14 pages

Chapter 2

This document reviews several studies that have examined the relationship between playing online games and students' academic performance. Some studies found that moderate gameplay was correlated with better academic results, while excessive gameplay or addiction was linked to worse performance. More research is still needed to fully understand the complex relationship between gaming and academics.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
204 views14 pages

Chapter 2

This document reviews several studies that have examined the relationship between playing online games and students' academic performance. Some studies found that moderate gameplay was correlated with better academic results, while excessive gameplay or addiction was linked to worse performance. More research is still needed to fully understand the complex relationship between gaming and academics.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 14

"THE IMPACT OF ONLINE GAMES IN THE ACADEMIC PERFORMANCE OF GRADE

12 STUDENTS AT OXFORDIAN COLLEGES"

CHAPTER 2

REVIEW OF RELATED LITERATURE

FOREIGN STUDIES

Video game culture could be an around-the-world modern media subculture

shaped by video gamers. As video games have exponentially expanded in ubiquity over

time, they have had a noteworthy impact on prevalent culture. Video games culture has

too advanced with Web culture and the expanding notoriety of portable recreations.

Numerous individuals who play video recreations are distinguished as gamers, which

can be cruel anything from somebody who appreciates diversions to somebody who is

enthusiastic about it. As video games ended up more social with multiplayer and online

capability, gamers discover themselves in developing social systems. Playing video

games can both bring excitement as well as competition, as the slant known as

electronic sports has ended up more broadly accepted.

The researchers set out to look at the adequacy of recreations and reenactments

within the learning experience, and promptly experience the primary challenge, which

relates to a need for clear observational proof on the issue (Farrington, 2011). The

logical field is too broad and requires assisting examination. Besides, there's right now

no formal arrangement system or rules prescribed by governments or educational

institutions on the appropriation of diversions and reenactments in instruction. Usually,


the case for numerous nations in Europe, the US, and Australia, where it is the

obligation of the teachers or institution to consolidate recreations into the curriculum.

In this study, the academic performance of Australian kids on weekdays and

weekends was linked to how much time they spent online and playing video games. It

also looked at the connection between internet and game addiction and academic

success. After adjusting for survey weights, generalized linear regression models are

used to investigate the association between internet use, electronic gaming, and

academic performance (measured by NAPLAN–National standard score). About 30% of

the sample spent more than two hours per day playing video games, while about 70%

spent more than two hours per day online. While weekday users (> 4 h/day) were less

likely to get higher math and English outcomes, weekend users (> 2-4 h/day) had a

positive correlation with academic achievement. In contrast, 16% of electronic gamers

were more likely to receive higher reading results than people who did not play video

games on weekdays. It has been established that internet and video game addiction are

inversely connected with academic accomplishment. Additionally, the results

demonstrated that self-regulation and/or parental oversight of children's online and

electronic game use is necessary to mitigate the detrimental effects of internet use and

game play on academic attainment.

Despite the fast growing mobile game marketplaces in China and Korea, few

research has compared the usage habits of games across different countries. As a

result, this study looked at a variety of aspects of adolescent online gaming (PC and

mobile gaming) use in both countries, including how much time is spent playing online

games, what genres they select, parental intervention strategies, and game outcomes.
They had similar characteristics as a result, despite Chinese students' serious game

addiction. The daily average for playing mobile games was one hour and 49 minutes for

Korean students and one hour and 52 minutes for Chinese students. After midnight,

students in both countries played mobile games more frequently than PC online games.

The frequency of cyberbullying events was comparable amongst respondents from the

two countries. The preferred game genres of Chinese and Korean students were

comparable. They preferred role-playing games and racing and sports games.

Additionally, the social aspects of the majority of mobile games are significant

elements in modern digital gaming due to the successful integration and utilization of

social networking sites (SNSs) across a variety of gaming platforms. Studies have

concentrated on mobile gaming, especially in Asia (Lee, 2017; Su et al., 2016).

According to the Global Games Market Report, however, Europe makes up 25% of the

global games market and 78% of European mobile gamers prefer freemium games

(Newzoo, 2017).

Children and teenagers are being exposed to electronic media at an increasing

rate all around the world, including in Thailand. Few research has looked at teenagers

in Thailand playing electronic games. Our study explores the relationship between

teenage academic performance and the time spent playing electronic games, describing

how common it is in Hat-Yai municipality. Teenagers in the southern region of Thailand

have also been found to perform worse academically when they play video games.

People who play video games spend less time on social or academic tasks like doing

their schoolwork or spending time with friends and family.


Children and teenagers in school have incorporated computers and video games

into their everyday routines, and this is a global trend (Anderson, Economos, & Must,

2008;Christakis, Ebel, Rivara, & Zimmerman, 2004;Iannotti, Kogan, Janssen, & Boyce,

2007;Jaruratanasirikul, Wongwaitaweewong, & Sangsupawanich, 2009;Phillips, Rolls,

Rouse, & Griffiths, 1995). Rapid developments in computer technology have led to the

creation of numerous new types of electronic games, ranging from

large-screen/television-based to small-screen handheld, and more recently, active

game devices that involve simulated sports activity. These games are now becoming

more and more well-liked all over the world.

The Last of Us 2 was released by Sony Interactive Entertainment in June 2020.

The post-apocalyptic adventure game was developed by the California-based video

game studio Naughty Dog, and it quickly rose to the top of the Sony PlayStation's all-

time revenue list after selling four million copies in its first weekend and winning more

than 300 awards. However, it also led to a strong response from a sizable portion of

players who felt betrayed by the game's violent, deceptive plot. Online arguments

between supporters and detractors broke out, some of the game's creators received

death threats, and many gamers are still hurt by the incident.

Due to the fact that players identify with controlled characters within the game's

environment, suffer from a loss of self-awareness, and, to some extent, blend their

identities with the characters', video games have a powerful emotional impact. Games

"stand in sharp contrast to most other kinds of fiction (even other kinds of interactive

fiction)," according to philosophers Jon Robson of the University of Nottingham and

Aaron Meskin of the University of Leeds, because they "invite players to [generate]
fictional truths about themselves." As players become immersed, they unconsciously

adopt the game's world as an extension of their own. Even non-controllable characters,

whose actions are predetermined by the game, might develop the persona of a

dependable ally or ward and start to appear real.

Studies have indicated that there may be a positive relationship between

students who regularly play video games and their academic outcomes. Though the

pupils who played online games performed better than the national average on reading,

math, and science exams, the study has not established that this is indeed the case.

Data from various high school pupils in the UK were examined by researchers

performing the study, which took into account the 2012 program for international student

evaluation. Pisa. The study's objective was to determine the relationship between

students' extracurricular online activities, other personal interests, and their academic

achievement.

This investigation found that kids who played online video games performed well

on the Pisa test compared to the other students, who all scored equally. This is due to

the fact that when you start playing the online games, you might have to solve puzzles

in order to advance to the next level, which will require a certain degree of abilities and

general knowledge from your schoolwork in the areas of science, arithmetic, and

reading. You will be able to think and reason more clearly as a result, which will make

decisions easier for you to make and less stressful for yourself. Some people believe

that this research does not make it sufficiently obvious why there is a connection

between playing video games and academic performance.


According to Peter Etchells, a senior lecturer in biological psychology at Bath

Spa University and a participant in the study, there is a link between students' preferred

online gaming activities and their academic achievement. Before we can draw any

conclusions or determine whether anything genuinely exists, he added that it is crucial

to comprehend why and how people love to play video games. While many researchers

have been working to analyze the problem and draw conclusions, they really need more

details and research evidence in order to confidently and effectively respond to

questions about this subject.

Many more experts from different fields were observed and surveyed students

from different schools interested in online games. However, the majority of studies have

been unable to determine whether playing video games benefits or hinders children's

academic performance. Even a recent study conducted by Columbia University found

that online video They found that children aged 6 to 11 who played games regularly

were significantly more likely to have higher levels of brain function and overall

academic achievement. It is always preferable to wait until additional evidence is

gathered before drawing any conclusions about the relationship between video games

and academic achievement as the majority of scientists have not yet reached this

conclusion. It is best to avoid playing online video games for extended periods of time

as this can injure your eyes and cause other health problems. While they can handle

their extracurricular activities outside of school hours, students should concentrate on

their education.

It is always preferable to wait until additional evidence is gathered before drawing

any conclusions about the relationship between video games and academic
achievement as the majority of scientists have not yet reached this conclusion. It is best

to avoid playing online video games for extended periods of time as this can injure your

eyes and cause other health problems. While they can handle their extracurricular

activities outside of school hours, students should concentrate on their education.

Internet addiction was defined by the American Psychiatric Association (1994) as an

increase in tolerance for the usage of the internet, disengagement from it, and a desire

to use it excessively (cited in Orzack, 1998). There are many things that can be done

online as a result of computer/internet use. In light of these behaviors, Young (1999)

divided them into five categories: computer addiction, overloaded information, net

compulsion, cybersexual addiction, and relationship addiction. According to the

category of computer addiction, "playing computer games" has been subcategorized

(quoted in Chou, Condor, and Belland, 2005; mentioned in Kaya, 2013).

LOCAL STUDIES

The youth of nowadays do not appear to spend their leisure exercises like within

the olden days; open-air recreations or playing with toys, instep, they spend their free

time in their homes, web cafés or computer shops essentially to fulfill their starvation;

which starvation is Online Gaming. Online gaming has such a significant effect on not

as it were youthful, but powerfully each age gathers as well. So distant, essentially

anybody is able to go on a computer and punch through the keys and mouse in arrange

to urge a tall score, chat with players, get the rarest things, and level up as quickly as

conceivable. Yes, there appears to be no limitation as to whom, how, or what online

gaming can expand to.


As in any circumstance where new technology is presented, the social effect of

the Web is being looked at. One social issue that has been watched is that the Web

café has gotten to be basically a diversion center. Almost one-half to two-thirds of the

computers in a normal Web café, concurring to one think about, are given to recreations

(rough and bloody diversions). The utilize of the remaining computers was generally

part between browsing, e-mail, online chat, word preparing, and investigate. The Web

cafés have gotten to be not fair diversion centers. They are getting to be centers off

habit among the youth, for the most part, boys, counting basic school students.

Concurring to one concerned Web café businessperson, “Internet cafés are tempting

adolescents to an unused frame of compulsion, one which may not annihilate their

bodies as drugs do, but which is certainly bending their minds. To the youthful play is

reality and reality is play.” (Maslog C. (1998) Web and Social Issues, Philippine

Communication Nowadays, Quezon City: New Day Publishers).

Online Games may be a game on a computer. It often gives bliss to us and

generally within the young people. What you ordinarily experience in computer cafés

are the clamor within the front of a computer, this situation through the front of an

individual computer, netbooks, tablets, tablets, smartphones, and other contraptions.

Computer gaming does not fair joy but moreover hurtful impacts us in well-being and

our regular living. A few of those are disappointed in their study because of the

compulsion on computer diversions. This case is bother us as a result of the

enslavement of computer diversion, they don’t know the results that can happen in their

future, and in conclusion, numerous guardians are concerned and stressed

approximately our future. Most of all we are fixated on online recreations, not since to
awed with other companions but it’s addictive and there is time, we overlooked to eat

our supper, and most understudies they forgot. (Nueva Ecija University of Science and

Technology)

DOTA 2

Dota 2 may be a multiplayer online battle arena (MOBA) video diversion

developed and published by Valve. The amusement may be a continuation of Defense

of the Ancients (DotA), which was a community-created mod for Blizzard

Entertainment's Warcraft III: Reign of Chaos. Dota 2 is played in matches between two

groups of five players, with each group involving and protecting their claim isolated base

on the outline. Each of the ten players freely controls an effective character known as a

"hero" who all have special capacities and varying styles of play. Amid a coordinate

players collect encounter focuses and things for their heroes to effectively overcome the

opposing team's heroes in player-versus-player combat. A group wins by being the

primary to annihilate the other team's "Ancient", an expansive structure found inside

their base.

Mobile Legends: Bang Bang

Mobile Legends: Bang Bang, commonly referred to as ML or MLBB, is a mobile

multiplayer online battle arena (MOBA) game developed and published by Moonton, a

subsidiary of ByteDance. Released in 2016, the game grew in popularity worldwide,

most prominently in Southeast Asia. At its core, the game pits 2 groups of 5 against

each other in genuine time with at slightest 10-second matchmaking and 10-minute

matches. Highlighting conventional fight field gameplay, players must battle over three
paths to require the enemy's tower and guard their own. Like classic MOBAs, there's no

legend preparing to level up or pay-to-play angle—winners and failures are chosen

based on aptitude, capacity, and strategy.

There have been worries raised about how the increase in internet gaming and

the lack of face-to-face education in schools during the COVID-19 pandemic may affect

children's academic achievement. This study aimed to ascertain the relationship

between online learning intensity and academic achievement among BPEd students. In

the framework of this study, it examines how much playing online video games affects

BPED students at Sultan Kudarat State University Access Campus's social, intellectual,

academic, and behavioral performance.

Within the think about of Lumbay et. Al (2017), the larger part of the computer

gamers had as of now been playing computer diversions whereas they were still a junior

tall school understudy, and most of them play DOTA this result emphatically

recommends that computer gaming exists not as it were among college understudies

but moreover among tall school understudies. Most of the gamers were great

entertainers within the academe, this underpins the conviction of Prensky (2006), that

video and computer amusement playing, done suitably, is really exceptionally useful to

today's "Computerized Local" kids, who utilize them to get ready for life within the 21st

century. The rest of the comes about compliments with the comes about of the past

considers cited within the audit of related thinks about in this ponder (e.g., all of the

gamers were guys, most of the gamers were adolescents).

Moreover, agreeing with the consider of Cortes et. al (2012), considers shows

that children who play computer diversions can make strides in visual insights aptitudes.
Guardians accepted that computer utilization is related to the superior scholastic

execution of the children. It was found that tall school understudies who utilized

instructive computer programs at domestic scored altogether higher on computer

education tests than other understudies. Computer use at domestic is additionally

related with changes in common scholastic execution. Others consider moreover found

that understudies who claim computers at domestic had higher overall grades,

especially in Math and English than those without domestic computers.

Playing video games online is one of the most well-liked pastimes for many

people (Islam et al., 2020). Some claim that playing online games can be done for a

variety of purposes, such as stress relief, competition and challenge, relaxation,

amusement, social interaction, and even mental escape from the real world. The

majority of people enjoy playing video games online, especially teenagers and college

students. Teenagers who play online video games, according to Kuss and Griffiths

(2011), are only having fun. When people play, they do it not just out of a sense of

seriousness but also out of a need to feel relieved, particularly for students who are

exhausted from doing their homework and other schoolwork. University students'

academic lives are significantly impacted by the growth of internet access in the

Philippines.

Online video game play is one of the most common pleasures for many people.

Some contend that playing video games is beneficial for a variety of reasons, such as

stress relief, competitiveness and challenge, enjoyment, relaxation, social interaction,

and even mental escape from the real world. It is doubtful that playing internet games

will give kids something that no other activity can. Studies have shown that it has
benefits. It encourages players to engage their minds more, especially in puzzle games.

Additionally, it helps the player make decisions under pressure, which is especially

helpful in adventure games where players must be strategic, active, and alert.

SYNTHESIS

The reviewed works of literature and studies both local and foreign disclosed

findings that are parallel or run counter with one another. The differences in their

findings have been explored in the process of review. It examined how the games

changed and ended up present-day with the advancement of the web at the same time.

It gave a glimpse of the different types of online games widely played within the world

that are presently famously played by the Filipino youth as mentioned by the nearby

articles. The literary works are moreover given data of the rampant advancement of

computer gaming enslavement on the player themselves. Furthermore, the related

consider cited here, in such a way investigated the different relationships of online

gaming to the state of mind of youthful individuals nowadays. It gives a greater

understanding for the analysts so that they think about may be placed into its

appropriate arrange and undertaking for this will empower the researchers to explore

well on its background. The current study involved a different respondent and approach

with a focus on the situation of the impact of online games on the academic

performance of grade 12 students of Oxfordian colleges.

Numerous psychological studies have found that increased use of technology

can impair a person's ability to effectively communicate in person with friends, peers,

family members, and parents. The usage of technology is another factor in the fragility

of the human brain. To meet the demands of the present generation, the educational
system often responds to these societal developments. The necessity to evaluate how

internet gaming affects kids' academic performance and social behavior was felt by the

researchers. The purpose of this study is to ascertain how internet gaming impacts

students' social interaction and academic performance. Even though they play online

games, the respondents' academic performance is unaffected. The respondents have a

good academic performance despite their involvement in playing online games. There is

a significant relationship between the respondents' social behavior and playing online

games in terms of its frequency, specifically in the items saying: "I play online games

before going to bed" and "I play online games only on weekends." Additionally, in online

game genres including Candy Crush, Defense of the Ancient, Farmville, Smite, and

Minecraft. The academic performance of the students and playing internet games on the

weekends are significantly correlated. which enable playing online games and receiving

a good grade. This might be seen as the compromise made when playing video games

on a computer. There won't be any points deducted from the student's grade if they

choose not to participate. According to the researchers' study, playing online games

over the weekend has no other influence on the respondents' academic achievement.

The respondents' leisure time for recreational activities is on the weekends.

Research is being done by many people on a variety of variables that may have

an impact on kids' academic performance and the grades they obtain on math, science,

and reading tests. Students must focus on their personal interests in order to unwind

and take a break after class, which is essential for continuing to succeed academically.

Therefore, if you manage to balance the two, achieving your goals would be easy.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy