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CHAPTER 1

INTRODUCTION

Background of the Study

The term ‘‘game” is defined as an artificial conflict which performed by players,

and eventually a substantive result occurs. Various competitive activities are provided

to players, and the game’s storyline plays an imperative role in motivating and

engaging the players. According to, computer games are not only limited to providing

entertainment but also involve different training pertaining to strategic communication,

health, and education. Researchers identified several criteria to describe a game

which are rules, goals, emotional attachment and consequences of game play,

(Ramahaya T. et al, 2017)

More than half of the American population and a billion people worldwide are

playing video games and the number is increasing because of the fast growing portable

devices, e.g., Android-powered and iOS devices, and social networking websites, e.g.,

Facebook1,2 (Liu et al. 2013). People play video games for a number of reasons, e.g.,

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

even mentally escaping from the real world (Sherry et al. 2006). The academic

performance and cognitive consequences of playing video games have been an ongoing

debate in both the educational environment and the public. While it is still arguable

whether playing video games actually affects students’ academic performance, recent

studies of many educators have considered digital games as an educational tool to foster
students’ learning interests and motivation (Choi et al. 2013; Jennifer Henderlong Corpus

2009; Van Eck 2006) and deliver different levels of knowledge more effectively. Studies

have shown that motivation is a crucial catalyst for learning success and correlated with

academic achievement (Jennifer Henderlong Corpus 2009; Jurisevic et al. 2008).

According to (Fajarharapan 2018), almost 70% of people who play the game will
be addicted and eventually when they gradually play the game will feel bored and will
choose the latest game again. I am actually not worth to judge the psychological and
mental side of children due to this game because I am not a graduate or a student of
psychology, but I am an educational student who in my course has psychology.

So this way, from the psychological side when a child accesses any game or game and
makes them feel happy and comfortable it will arise a feeling to continue playing if there
is no supervision and prevention of parents in the use of HP and laptop or computer.

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