Академический Документы
Профессиональный Документы
Культура Документы
Chapter II
Related Literature
to the study of Chang (2009). 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.
hundreds or thousands of players and is mostly played using the Internet. Nowadays,
online games have become extremely popular among the young generation thus leading
to the rise of online game addiction issues especially among the students.
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 problem usage behavior. It
affects students’ performances at school especially with their study habits. French &
Dwyer (2002) claimed that online game players “don’t have normal social relationships
anymore” and play online games in order to cover feelings of anger, depression and low
self-esteem.
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
Hall (2005) said that online gaming has become increasing popular over the past
few years. Nowadays, children and young people were engaged in playing online games.
This game is a video game that can be played via Internet or Online. They choose this
hugely popular game because it inspires the users to complete different challenges in
which they can interact or link up different players around the world. It also teaches the
players to have teamwork and cooperation when playing as well as planning, decision
making and formulating strategies like what they do in real life situations. (Online gaming,
2011)
There are many online games in the Internet but most popular and played by most
students today were Defense of the Ancients (DotA) and Moble Legends.
One example of Online games is Mobile Legends. Mobile Legends: Bang Bang is a
multiplayer online battle arena mobile game developed and published by Shanghai
Moonton Technology. The game has become popular in Southeast Asia and will be a
medal event at the 2019 Southeast Asian Games. Mobile Legends: Bang Bang is a
multiplayer (5 vs 5) online battle arena (MOBA) game designed for mobile phones. The
two opposing teams fight to reach and destroy the enemy's base while defending their
own base for control of a path, the three "lanes" known as "top", "middle" and "bottom",
Defense of the Ancients or most of the gamer simply called it “DotA” is also an
example of online games. This game is hugely popular since 1900’s. Many young people
played this game because instead of playing an army with an important leader, you simply
play the important leader while the computer takes care of the army. One of the reasons
why players continue in playing online games is that they apply what they learn in real life
situations. At last, even though there are many new online games existing right now, this
There is a negative impact to the gamers who played any kinds of online games
especially to the students. There is a potential that they will fail on their studies because
of the said phenomenon. The student’s minds were attached on a game that is why their
time on studies was limited. According to Schmidt &VAnderwater, 2008, p.63, as what is
noted in a 2008 study on media attention and cognitive abilities, “content appears to be
crucial”. If the content being consumed is positive, then positive results can be expected.
If the content is negative, then negative results can be expected. Therefore, it also
depends on how the player handles the impacts of online games on his/her studies.
(Miqdad,M. n.d.)
technological factors and media factors that are marginal significant to influence to
become addictive in online gaming. Psychological factors refer to thoughts, feelings and
other cognitive characteristics that affect the attitude, behavior and functions of the human
mind. These factors can influence how a person thinks and later affect his decisions and
relations in his daily life. In this case, the characters, settings and the total package of any
kind of online can change a gamers’ thoughts or feelings. Technological Factors refers to
technologies that affect the daily routine of the gamers it is because without gadgets or
there is a possibility that the person is also engaged in online gaming addiction. Social
media gives information, fun and enjoyment this reason lead the social media to be one
of the factor.
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 behaviour. However these studies have been relatively controversial as they
examine these factors using self-report methods and artificial scenarios. This type of
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.
On the other hand, online gamers can also benefit on playing online games. A
great variety of forms have been developed and put into practice to enhance learning,
offer solace, to drive away boredom, and/or to persuade players to adopt certain actions
and opinions. The game play improve various thinking skills but that it can also boost
cognitive speed for those who play action games and can also improve cognitive accuracy
for players who solve puzzle and strategy games (Klabber, 2001).