Chapter 2
Chapter 2
Chapter 2
Foreigh Literature
Dockrill (2012) stated that students who regularly spend time playingonline games are
developing analytical and problem-solving skills that can alsohelp them in their schoolwork. He
also said that when you play online games
you’re solving puzzles to move to the next level and that involves using some ofthe general
knowledge and skills in maths, reading, and science that you’ve
been taught during the day.Computer games have become one of the most important
entertainmenttools for children, teenagers and even adults all around the globe. Allowingaccess
to the virtual world with unlimited possibilities, computer gamescompulsively attract many
people. In fact, they have become an integral part ofhuman society. In other words, by providing
virtual fun and entertainingenvironments (Demirbileka & lema Tamer, 2010), and having
characteristics
such as being interesting and exciting, computer games stimulate motivationand create a sense of
enjoyment of learning. They not only have become one ofthe most significant recreations for all
age groups, but also they have potentialsto be used for educational purposes as a new strategy
(Prensky, 2003; Tuzaun& et al., 2009; Grimley & et al., 2011). Therefore, video games can no
longer beseen as mere entertainment tools. Today the positive effects of video games
areemphasized more than ever. As Games have become a tool to communicate,teach, and
influence attitudes and behavior, numerous studies have suggestedthat they have positive effects
on problem solving, achievement as well ascreating interest and commitment in learning
(Tuzaun & et al., 2009; Kim,Park, & baek, 2009).In an experiment by Williams (2006), school
performance increased afterthe participants dramatically decreased (limited time spent using
technology to30 minutes per day) their usage of all technology, including video games.Finally,
Jaruratanasirikul, et.al, (2009) found that the excessive playing ofvideo games (five hours or
more per session) resulted in school grades thatwere below a 3.00 average, and that time spent
playing was a predictor ofacademic performance. They also suggested that video games
indirectly lead todecreased performance through promoting violence. Finally, they noted
thatplaying video games took time away from school activities, homework, socialinteraction,
etc.However, there is also plenty of research to suggest that interactive videogames can actually
lead to increased academic performance (Anand, 2007).
Smyth (2007) suggested that complex games may lead to academicsuccess by engaging players
in problem solving, critical thinking, andcreativity.Anand (2007) also found that males were
more prone to these resultsthan females, because males tend to play video games more. The
penetration ofvideo games into the United States alone is huge, with at least 90% of
homeshaving children that have played (rented or owned) video games. This is arecord level that
continues to increase. 55% of console players and 66% ofonline players are over 18. The college
demographic seems to be the majorgroup of gamers simply because they have a lack of parental
supervision andthey have more flexible schedules, allowing for more play
time. The studies and literature concerning the effects of online games to theacademic
performance of the students are contradictory because some of themsuggest that online games
may lead to negative effects while others said that itgives positive benefits The relationship
between the usage of computer gamesand academic performance has no definitive answer to the
question of whethercomputer games disrupt academic performance.
Local Literature
Vinluan (2016) stated that computer gaming is one of the fast-developingsectors of this
generation of computer technology. Computer games offer theirpatrons with a new dimension of
virtual entertainment. The youth especially,college students are the usual patrons of computer
games. According to NIKOMedia Research (2017), the projected number of online gamers in the
Philippines rose from 21 million in 2012 to 28.72 million in 2014. Meanwhile,statistics from
Juha Sompinmaki of Tech in Asia show that about 409, of thegaming population of the
Philippines is aged 18-24 years old.Furthermore, many multiplayer games such as DOTA or
Defense of theAncients and LOL or League of Legends involve cooperation with other
onlineplayers in order o win. These games encourage players to make the most oftheir individual
skills to contribute to the team