Chapter 2

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CHAPTER 2

REVIEW OF RELATED LITERATURE

Related Literature

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.

Stated by Hassan (2011), online gaming is good and bad. Good for those who know their limits
and bad for those who fix themselves in the seats for long hours and cut off the interaction with
rest of the world. According to the study of Chang (2009), online gaming was 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 on the same settings. The players seem to be in a real situation that they use their
mouse or keypads to move in the monitor, their virtual world. Hall (2005) said that online
gaming has become increasing popular over the past few years.

Both Orzack (2004) and French (2002) found out that in internet search for “gaming addiction”
yields lists of physical and psychological symptoms from dry-eyes and carpal tunnel syndrome
to “problems with school or work,” offered as indicative of problem usage behavior. Turkle
(1995) found out that online games enabled self-exploration and discovery that users extended
and idealized their existing personalities or try out new ways of relating to one another that can
positively affect real life relationships.

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 online
community. Participation in online communities allows us to stay in touch with old friends,
meet new people, learn, and share information.
Related Studies

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 on studying and doing their homework, children
spend their time on playing computer games.

Gentile, et al. (2004) said that the majority of these studies have 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.

The study of Carrasco (2001) stated that computers have become a part of man’s life. Almost all
the things around us were made by computers with the aid of modern machines.

Associated with the computers is the internet where we can find online games. Online game
has a big impact to children especially to teenagers. They tend to be hook by the computer.

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