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Chapter Ii Research Paper
Chapter Ii Research Paper
This chapter presents the review of related literature and studies relevant to the
current investigation. This helped the researchers in conceptualizing the variables
included in the study.
The review also enabled the researchers in determining the extent at which
previous researches have explored this topic which serves as the spring board of the
current research. This part presents various studies that identify, correlates and factors
on these variables.
Wack and Tantleff-Dunn (2009) also found a negative correlation, although the
relationship between GPA and academic performance in their study 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 online games more often had poorer
grades than those who played less.
FOREIGN LITERATURE
found that the excessive playing of online games (five hours or more persession)
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. Then there are those in the research field who have come upwith
neutral results.
Playing video games is often associated in our society with poor academic
performance. This anecdotal idea is supported by some research. The effect that
interactive digital media has on the learning process is not completely negative. It is not
that the medium itself is inherently flawed, but much of the information that gets
transmitted through it may be. As was noted in 2008 study on media attention and
cognitive abilities, “content appears to be crucial” Rivera, 2008, p. 63. if the content
being consumed is positive, then positive results can be expected. if the content
isnegative, then negative results can be expected. The study examined research from
many sources in arriving at this conclusion. Students Engagement and Sociological
Effects research on the social effects of video games is also mixed Oliveros, R. P.,and
M. T. Sapio. 2007
Some studies have found that video games are similar to addictions such as
gambling which create negative social effects. Massively multiplayer online role- playing
games (MMORPGs) have been called “heroin ware” because they are “simultaneously
competitive and highly social” (Galvan, 2006, p.383).
Other studies have noted positive aspects of the games such as the ability to
experiment with aspects of individual identity which do not come out in public. One
measure of this which has significant research is that of prosocial behavior. Prosocial
behavior is defined as when one person acts to help another. while research on this
topic is mixed, there is evidence that games which focus on prosocial behavior lead to
prosocial results (Sanchez, 1997).
According to Angeles, M. L. 2004, playing computer games may not be all that
bad for your children. Palma states that educational games can be effective assisting
tools in the educational areas of management, medicine and science. If you choose the
right educational computer games, your child may learn better problem-solving skills
and eye -hand coordination. Your child may also get the ability to think fast and think of
multiple things all at once. Skills obtained from playing computer games may help your
child learn quickly when it comes to his studies. If your child is struggling in one of his
school subjects, there are many educational computer games.
Like any other compulsive disorder, video game addiction can have severe
negative consequences. Though most of the symptoms listed above have short-term
effects, they can lead to more severe long-term repercussions if not addressed properly.
For example, someone addicted to video games will often avoid sleeping oreating
proper meals to continue gaming. While the short-term effects of this may include
hunger and fatigue, it could eventually lead to a sleep disorder or diet-related health
issues. Similarly, those who isolate themselves from others to play video games may
miss out on family events, outings with friends, or other events in the short-term. If this
continues to be a pattern for a long period of time, however, addicts might find
themselves without any friends at all.Other long-term effects of video game addiction to
consider are the financial,academic and occupational consequences involved. Video
games and video game equipment can be very expensive, especially when factoring in
recurring costs such as the high-speed Internet connection required for online
multiplayer games. These games can also be very time-consuming, leaving addicted
gamers with less time to focus on their education or career.
DOTA 2
Dota 2 is a multiplayer online battle arena (MOBA) video game developed and
published by Valve Corporation. The game is a sequel to Defense of the
Ancients(DotA), which was a community-created mod for Blizzard Entertainment's
Warcraft25III: Reign of Chaos and its expansion pack, The Frozen Throne. Dota 2 is
played in matches between two teams of five players, with each team occupying and
defending their own separate base on the map. Each of the ten players independently
controls a powerful character, known as a "hero", who all have unique abilities and
differing styles of play. During a match, players collect experience points and items for
their heroes to successfully defeat the opposing team's heroes in player versus player
combat. A team wins by being the first to destroy a large structure located in the
opposing team's base, called the "Ancient".
MOBILE LEGENDS: BANG BANG
Mobile Legends: Bang Bang is a multiplayer 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", which connects the bases. In each team, there
are five players who each control an avatar, known as a "hero", from their own device.
Weaker computer-controlled characters, called "minions", spawn at team bases and
follow the three lanes to the opposite team's base, fighting enemies and turrets.
RULES OF SURVIVAL
Rules of Survival follows the standard form of the battle royale genre, where
players fight to be the last person (or team) alive. Players can choose to enter the
match in different modes: Solo, Duo, Squad (four players), or a Fireteam (five players).
In either case, the last person or team left alive wins the match. There are two playable
maps in the game: Ghillie Island (120 players, 4.8km×4.8km) and Fearless Fiord (300
players, 8km×8km). There are also different game modes such as the Gold Mode, in
which the player can earn gold, or the Diamond Mode in which players may earn
diamonds throughout the match. The introduction of the Fearless Fiord game map
introduces a new type of match, the Blitzkrieg, in which players will land only on a
certain part of the map equipped with a pistol, a backpack and basic armor. Blitzkriegis
meant to make players clash head-on. The round starts with all players contained in one
location on an island. When the countdown finishes, players will parachute from a plane
onto an island, with procedurally distributed items such as weapons, armors and
medical kits available to be looted, and vehicles to be ridden. Players can also lootkilled
players for their gear. In third-person mode, players can switch between third- person
and first-person perspective. The game also offers first-person mode which forces
players into first-person perspective. As the game time progresses, the game's safe
zone will gradually reduce in size, where players caught outside the zone will take
damage. This increases the chance of encounter, and thus confrontation between
players. Random supply drops will also occur during match, providing random items
which may otherwise not be able to be found during normal gameplay. At the
completion of each round, players will receive in-game currencies based on survival
length, number of players killed by the player and the players level. The currencies can
then be used to purchase supply box containing cosmetic items for character or weapon
customization.
SYNTHESIS
The reviewed literatures and studies both local and foreign disclosed findings
that are parallel or run counter with one another. The differences with their findings have
been explored in the process of review. The current study involved a different
respondent and approach with focus on the situation of effects of online games in
academic performance among Senior High Students in Santiago Delmo Memorial High
School.