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Chapter 2

REVIEW OF LITERATURE AND RELATED STUDIES

This chapter gives a clearer perspective of the study as it presents

relevant literature and studies on Advantages and Disadvantages of

Playing Mobile Legends

Related Literature

Dockrill (2012) stated that students who regularly spend time

playing online games are developing analytical and problem-solving skills

that can also help them in their schoolwork. He also said that when you

play online games you’re solving puzzles to move to the next level and

that involves using some of the general knowledge and skills in math,

reading, and science that you’ve been taught during the day.

Computer games have become one of the most important

entertainment tools for children, teenagers and even adults all around the

globe. Allowing access to the virtual world with unlimited possibilities,

computer games compulsively attract many people. In fact, they have

become an integral part of human society. In other words, by providing

virtual fun and entertaining environments

Related Studies

(Durkin and Barber, 2002) showed that there is no negative

relationship between computer games and educational attainment. Shao-I,

et.al, (2004) also studied addiction (once again no definitive definition was

given) and noted a decrease in school performance when the student was
addicted to gaming. They found that gaming addiction physically impacts

academic achievement because the student is too involved in the game to

do homework or prepare academically. There are also others that have

found decreased academic performance in relation to involvement in

playing video games.

Anderson and Dill (2007)studied video games and aggression and

suggested that not only does gaming have an impact on performance

directly, but it also triggers a higher level of aggression, which is often

linked to problems in school and decreased academic performance.

Wack and Tantleff-Dunn (2009) also found a negative correlation,

although the relationship between GPA and academic performance in

theirs tudy was not significant.

Jackson et al (2008) found that time spent playing games was a

negative predictor of academic performance and that those who played

video games more often had poorer grades than those who played less A

study conducted by Wood, et.al, (2007) included open-ended questions

that encouraged participants to report different feelings about playing

videogames.

Some of the negative consequences indirectly related to school

performance, in that participants reported often missing lectures, skipping

homework, etc. They also found that these consequences were more likely

to impact males, because males play more often and were more likely to

report losing track of the time while playing


Foreign

Demirbileka & lema Tamer (2010), and having characteristics such

as being interesting and exciting, computer games stimulate motivation

and create a sense of enjoyment of learning. They not only have become

one of the most significant recreations for all age groups, but also they

have potentials to be used for educational purposes as a new strategy.

Therefore, video games can no longer be seen as mere

entertainment tools. Today the positive effects of video games are

emphasized more than ever. As

Games have become a tool to communicate teach, and influence

attitudes and behavior, numerous studies have suggested that they have

positive effects on problem solving, achievement as well as creating

interest and commitment in learning

Tuzaun & et al., 2009; Kim,Park, & baek, (2009).In an experiment

by Williams (2006), school performance increased after the participants

dramatically decreased (limited time spent using technology to30 minutes

per day) their usage of all technology, including video games.

Jaruratanasirikull (2009) found that the excessive playing of video

games (five hours or more per session) resulted in school grades that were

below a 3.00 average, and that time spent playing was a predictor of

academic performance. They also suggested that video games indirectly

lead to decreased performance through promoting violence.


Finally, they noted that playing video games took time away from

school activities, homework, social interaction, etc. However, there is also

plenty of research to suggest that interactive videogames can actually lead

to increased academic performance.

Smyth (2007) suggested that complex games may lead to academic

success by engaging players in problem solving, critical thinking, and

creativity.

Anand (2007) also found that males were more prone to these

results than females, because males tend to play video games more. The

penetration of video games into the United States alone is huge, with at

least 90% of home shaving children that have played (rented or owned)

video games. This is are cord level that continues to increase. 55% of

console players and 66% of online players are over 18.

The college demographic seems to be the major group of gamers simply

because they have a lack of parental supervision and they have more

flexible schedules, allowing for more play time.

The studies and literature concerning the effects of online games to

the academic performance of the students are contradictory because some

of them suggest that online games may lead to negative effects while

others said that it gives positive benefits

The relationship between the usage of computer games and

academic performance has no definitive answer to the question of whether

computer games disrupt academic performance.


Local

Meanwhile, statistics from Juha Sompinmaki of Tech in Asia show

that about 409, of the gaming population of the Philippines is aged 18-24

years old.

Furthermore, many multiplayer games such as DOTA or Defense

of the Ancients and LOL or League of Legends involve cooperation with

other online players in order to win. These games encourage players to

make the most of their individual skills to contribute to the team.

According in the Pinoy Gamer forum, “As gamers; gaming is a

form of leisure, a hobby or an escape from the harsh world we have in

Philippines. We are not saying thesis not serious issue, but we feel as

gamers that the media is being biased with this. So instead saying gaming

is an addiction takes a look why people are getting addicted from the first

place.”

In the article on Gameshogun (Cuneta,2011), addictions to Internet

games, particularly massive multiplayer online role-play games

(MMORPGS), have emerged as a threat to public health - a new epidemic.

Although they pose no direct physical danger, they take a toll on the

mental wellbeing of players. This disease is as equally debilitating as an

addiction to drugs or alcohol. The article also posed that the effects of the

gaming is not that bad to be considered as an addiction.


Conceptual Framework

The possible relationship between the advantages and

disadvantages of playing Mobile Legends that affects the academic

performance of the students. From these data, intervention plan in lessen

the usage of playing online games be proposed to help the players. The

figure below showcases the manner, by which the variables of the study

are related.

Playing Mobile
Legends affects
the Players in
Advantages and
terms of:
Disadvantages of
Intervention Plan
Playing Mobile  Brain
Legends  Body
 Health
 Mind

Figure 1

Paradigm of the Study

The paradigm of the study shows the relationship of the variables

included in the study such as the how Mobile Legends affects the players

in terms of body, brain, health and mind. The study described and

established the relationship between advantages and disadvantages of

playing Mobile Legends that affects the academic performance of the

students.

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