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Purpose of The Study
Purpose of The Study
The objective of this research is to know the difference of the treat or threat that may affect by
the teenagers.
The first Odyssey console came with 12 games, including Table Tennis, Cat and Mouse, Ski,
Wipe out, Interplanetary white, and there was no sound. Game designers wanted to solve the
problem of consoles that were limited to playing just a few games. Second generation consoles,
The objective of this study was to know if the game console is a threat or a treat to the
Game console are meant for entertainment , it is apparent that teenager in the developed
nations have started to demonstrate traits of game console addiction. Not only has the addiction
to game console been associated with the development of certain psychological disorders , but
it has also been linked to challenges in the cognitive development for teenagers. With the
current trends in game console companies producing many different games targeting
teenagers. There is a need for the relevant authorities and parents to intervene to ensure
children are not subjected to game console. It is notable that teenagers are the largest
consumers of game console , and it is important for the authorities to understand the main
factors that have led to the increase in game console addiction. This research seeks to provide
clear insight about the role of the game console companies in the high levels of game console
addiction among teenager in Japan and Saudi Arabia , which make this study contextual. The
paper also focuses on the other issues such as the social environment subjected to the
teenager , and the changes in lifestyle that has been influenced by technological development.
This study aims to know the contradiction between treat and threat of game console.
While game console are meant for entertainment, it is apparent that in teenager in the
development nations have started to demonstrate traits of game addiction. Not only the
addiction is the effect of the games been associated the development of psycholigical issues.
With current trends in video games , companies continously producing and developing of the
games and targeting the teenagers .Some of the games need the guidance of the parents to
control their child to addiction. It is notable that teenagers are the largest consumers of video
game addiction , authorities need to understand the main factors that have led to the increase
addiction.
Chapter 2
Local Literature
According to the project manager of World Cyber Games, Game console as a addiction is a
passion. It would not affect children's studies if parents would re-direct their children's passion
on computer games or Game console towards a positive end, such as using it to motivate the
A 2010 report from six health care organizations , including the American Medical , Pediatric
association, said preliminary studies on the effects of violent games " indicate that the negative
impact may be significantly more severe than that wrought by television , movies , or music,"
Research by Craig Anderson , an low a State University professor frequently asked to file
supportive briefs on behalf of legislators trying to restrict the sale of game , generally goes
further than other studies in showing a strong link between game aggression and violence.
According to Sagazag (2011) getting consumed with playing computer games creates trouble.
Players may exhibit computer rage such as yelling at the computer, pounding at the key board,
slapping speakers and worst of all venting their anger on other people. To make it short,
aggressive behavior tends to be evident. Proliferation of internet café that offers viotent games
is pleasing to the eyes of teenagers. Continuous playing of violent games are threatening which
Lucresia (2013) stated in a study that teenagers were asked to answer about computers, the
survey revealed that most of the teenagers would spend their time with playing computer than
their own set of friends, and that these teenagers would create their own characters in games
they play based on their own personal character — on how they perceived themselves as
persons with magical powers and strength beyond imagination. Most of the characters
illustrated by these kids reveal that is someone who is long haired, with huge physical built, with
killer weapons which are enermous in power and possess immortality. Most of these characters
regularly play violent video games were less likely to believe that doing so makes the players
aggressive than participants who do not regularly play violent video games.
Wood (2007) posited that excessive video games playing may occur as a result of ineffective
time management skills, or underlying personal problems, "rather than inherent addictive
Gitter, Ewell, Guodagno, Stillman, and Baumeister (2013), findings confirmed that violent video
games can increase aggressive behavior but they also indicate the certain safeguards can be
specifically concerning long term effects, it is encouraging to think game programmers who
focus on cultivating pro-social mindsets may be able to continue entertaining young gamers,
while also protecting the public potentially detrimental effects and possibly even benefitting
society by fostering pro-social thoughts among today's teen and young adults.
According to this database, “Players play video games due to various motivations and
purposes. Some believe video games help them boost mental skills and improve physical
coordination… reading ability, attention, hand-eye coordination, and speed reactions to novel
situations.” (Shu-Hsun 2011). This means that video games can contribute mental skills
because some video games require critical thinking and that can enhance people’s reaction.
Also since most video games require a remote control, hand-eye coordination increases a
person’s movement.
Johnson (2011) claimed that recently more games play has been transferred from the real or
embodied world to the online world and it is verified by the software sales.
According to ESA (2010), since online and offline video or computer games are particularly
captivating to children and adolescent, it also appears reasonable to suggest that these group
As of today, most people relate online games to low academic performance. Through the years,
studies have yielded different results. Some oft hem say that they are co-related when some
say that they are not .According to Anderson and Dill (2010), there is a negative correlation
between the two. Thus, meaning that there is no relation between the number of hours played
by a player and his grades. At times, the students defend the games they are playing by saying
that they do learn something from it. A paper from EDUCAUSE backs these students up by
suggesting that the faculty learn and know about these games so as to help students in in class
learning experience (Hitch and Duncan, 2015). Furthermore, another paper claims that these
games are not just for entertainment (Shaffer, Squire, Halverson, & Gee, 2015). They claim that
these games may be used to learn and experience different things and interact with other
One of the biggest study conducted is by Nicolas Yee, Ph. D of the Communication Department
of Stanford University. According to Yee, there are many reasons why children play computer
games. Yee was able to group these reasons like (1) achievement, (2) socialization, (3)
immersion, (4) escape and (5) competition. In this study by Yee he also revealed that computer
games particularly the online games are being prioritized by school children from ages 13 to 17
and the average hours spent in playing computer is 10 to 20 hours a week. In his study of the
effect of computer gaming to education, it is revealed that respondents are able to enhance their
The Benefits of Playing Video Games, 2014. Isabela Granic, Adam Lobel, and Rutgee C.M.E.
Engels. Video games improve social interaction. Lot of friends play with a friend, ang millions of
people world wide is participate in massive virtual world, through video games such as
"farmville" and "world of warcraft". Multiplayer games become virtual social communities,
decision need to be made quickly an out whom to trust or reject and how to lead a group.
According to Bo Kampmann play is based on a first-order transgession and abides in a second-
order complexity, whereas games are based on a second-order transgession and reside in a
about children's gaming culture .Even children ,who are quiet engaged ,in terms of frequency
and general interest in playing game consoles, apparently do not give up other activities and
According to Feirierabend and Klinger (2012),shows that playing game console in the most
prominent PC-related activity of children between 6 and 13.It tells us how many childrens
reported they practice the named different activities atleast once a week .On average "playing
game console alone" is the most popular activity.The figures vary,but this statement applies for
boys as well as for girls, and it applies for all age groups of this sample (6 to 7 years,8 to 9