Allowable Plagiarism 20%: PASSED
General Notes:
1. Remove these words:
Related Literature
Keyterms: Video Games, behavior, Impact on students and children, aggresion,
addiction
Local Literature
and the like..
2. 4 topics lang po tayo.
3. Make sure to put a period (.) at end of every paragraph.
CHAPTER 2
REVIEW OF RELATED LITERATURE
This chapter presents the related literature studies after the thorough and in-
depth search done by the researchers. This will also present the synthesis of the art,
theoretical and framework to fully understand the research to be done.
Related Literature
This Literature Review focused on the Impacts of violent or non-violent video
game exposure on negative and positive outcomes. Negative outcomes include
negative behavior whereas positive outcomes include various types of learning.
Video games is one of the game which widely played by the people especially to
the students or the teenagers to used their free time activities and to develop their skills
when it comes to online games. Through Video games, it can negatively impact their
behavior if they did not used it in a proper way. And a source of entertain for young
people and even adults.
Keyterms: Video Games, behavior, Impact on students and children,
aggresion, addiction
Local Literature
In the Philippines, there is a lack of research on the relationship of video games
to aggression, stress, and vital signs. Libero (2013) is studying online learning games
because of the wide interest of students in video games.
Statistics Portal released data showing that more than 500 million people
worldwide play video and computer games every day and accumulate nearly 3 billion
hours of video games per week worldwide. Introduced in the 1970s and first played on
large public arcade machines, the 1980s allowed consumers to play games on their
home consoles.
According to Ivy Shiue (2010), environmental exposure to drinking, smoking,
gambling, or video game addiction is associated with adult hypertension, heart disease,
and cerebrovascular, allergies, and health and well-being self-assessment.
Video Games
Foreign Literature
Video games are ubiquitous in most children and adolescents' lives, with 97%
playing at least one hour a day in the United States. The overwhelming majority of
psychologist studies on the outcome of "games" were related to their adverse effects:
potential harm associated with violence, addiction, and depression. We recognize the
value of that research. However, he argues that a more balanced perspective is
needed. It takes into account the benefits of playing these games as well as the
possible negative effects. It is important to consider these potential benefits as the
characters in these games have changed dramatically over the last decade and have
become increasingly complex, diverse, realistic, and social in nature. A small but
important series of studies documenting these benefits have begun to emerge, primarily
within the last five years. This article summarizes research on the positive effects of
playing video games that specialize in four key areas: cognition, motivation, emotion,
and society. By integrating insights from development, positive, and psychology as well
as media psychology, we propose several candidate mechanisms that may promote
real-world psychosocial benefits by playing video games. .. Our aim is to provide strong
evidence and rationale sufficient to stimulate new research programs on the benefits of
most unexplored psychological states in the game.
Foreign Literature
It is clearly a well-liked sort of gaming platform, with video games collectively
spending 3 billion hours per week ahead of their screens. Due to their widespread use,
scientists have researched how video games shape the brain and behavior. Are these
effects positive or negative? According to Nicolas (10, July 2017), they examine the
evidence. At a look, quite 150 million people within the US play video games regularly,
or for a minimum of 3 hours per week. The average American gamer may be a 35-year-
old adult, with 72 percent of gamers aged 18 or older. For video games use by children,
most parents – 71 percent – indicate that video games have a positive influence on their
child’s life.
Video game sales still increase year by year. In 2016, the video games industry
sold quite 24.5 billion games – up to 23.2 billion in 2015, and 21.4 billion in 2014.
The top three best-selling video games of 2016 were Call of Duty: Infinite Warfare,
Battlefield 1, and Tom Clancy's The Division. These games fall into the first-person
shooter or action-adventure genres – the very two genres, accounting for 27.5 percent
and 22.5 percent of sales, respectively. First-person shooter and action genres often
stand accused of stirring aggression and causing violence and addiction.
Decades of research examining video gaming and violence have did not reach
consensus among scientists. Scientists are unable to seek out a causal link between
playing video games and acts of violence within the world.
Local Study
The video game district, an information technology support (ITES) industry, has
expanded rapidly over the last 40 years, growing at 13.3% annually. In the Philippines,
which is currently one of the top destinations of ITS in the world, the number of game
developers is projected to increase from 4,300 in 2016 to 9,100 in 2022. Support for
information technology response in the Philippines, and operations to address these
concerns using classical or Graseria-founded theoretical methods. The results of the
survey help game development organizations improve work processes and conditions,
which can lead to increased productivity and quality, leading to schools an overview and
evolution of game-related programs and curriculum.
Local Study
A survey conducted by Weststar (2015) conducted a qualitative survey of
workers making video games. This study used a sub-analysis of online sources to show
that video game developers can be understood as a unique social or occupational
group. In another qualitative study, O'Donnell (2009) found that everyday activities in
game development embody the skills that underlie creative collaborative practice, and
these abilities represent aspects of critical thinking. Claims to be. In another qualitative
study by Wu (2013), how programming education differs from other game-related
regulations, whether current game education serves the purpose of creating employable
game programmers, and what type of game education We are investigating whether the
syllabus is suitable for students who want to work. As a game programmer. Simply this
study recommends education suitable for game programmers. (Serrano & Sison 2018).
Foreign Literature
Playing videogames is seen as an exciting aspect of the media scene and has
experienced a tremendous expansion in recent years. There has been an increase in
the number of children using video games in many parts of the world, particularly in the
United States (Hagan, et al.). Violent video games in children in the United States,
playtimes for videogames increased from 4 hours per week in the 1980s, to about 13
hours per week in recent years.
Various studies have shown that violent content in videogames is detrimental to
players, especially children, in the real world. When players become desensitized, they
tend to increase their aggression and decrease their sympathy. Other researchers have
suggested that playing videogames with children does not lead to significant aggressive
behavior because the magnitude of the impact on meta-analysis may be a result of
publication bias. Despite pressure from various societies, many videogames contain a
large amount of violence. Violent games are seen to promote feelings of excitement,
pleasure, and power to players.
Foreign Study
The study conducted by Dumrique, Castillo (2018), revealed that boys are more
spend time of a player compared to girls who often play popular video games that
require three or more players like Dota, League of Legends, Crossfire and many more
to mention. It is also stated that those who play video games are around 11-15 years
old who are believed to be in the Grade 8 level. These students who often play video
games have an average weekly allowance of 100 pesos to 200 pesos. Playing video
games do not affect their grades badly for they know how to limit themselves. They
know that they need to control themselves in order to function well their brain that is why
they only play games during vacation and weekends with a lot of time compared when
they have classes.
Even though they play video games they know how to socialize well and they
can perform very well when it comes to academic performance. However, it is inevitable
not to play even for half an hour especially when they are addicted to it. Therefore, it is
just a matter of discipline.
Several studies in psychology have found out that increased time spent on the
Video Games can lead to negative impact on a person’s brain to communicate
appropriately face-to-face with friends, peers, family members including parents.
Behavior
Foreign Literature
Video games can affect your behavior but it can dependent on how a person
treats their gaming lifestyle. According to the research of von der Heiden, Braun, Müller,
and Egloff (2019), they studied the relation between video gaming and gamers’
psychological functioning. Questionnaires on personality and psychological health also
as video gaming habits were answered by 2,734 individuals who are: 2,377 males, 357
females. Results revealed a most but not all have a negative effect on their behavior
between problematic video gaming and psychological functioning with regard to
psychological symptoms, affectivity, coping, and self-esteem Moreover, gamers’
reasons for enjoying and their favorite game genres were differentially associated with
psychological functioning with the foremost notable findings for distraction-motivated
players also as action game players.
Some of the changes that will affect your behavior in playing video games is that
you will have a change of personality. You might develop shyness, the desire to be
alone and to not be disturbed. Although, this not always the case because you can also
get the feeling of enjoyment and satisfaction when you play.
Foreign Study
According to previous studies, aggressive behavior and some other antisocial
personalities may be due to the family environment, peer pressure, and computer
games. Violent computer games, along with some of the violent cultures inhabited by
many students and adults, play a more important role in today's society. The social
impact of violent computer video games has been discussed by many scientists
regarding juvenile violence. This text briefly describes the study of violent computer
games on the negative effects on a player's personality development, such as
aggression, antisocial emotions, and behavior. Violent computer video games at events
are not the only way to contribute to people's negative behavior. There is often a
consistent conclusion that violent computer games increase a player's aggressive
behavior, aggressive cognition, psychological arousal, hostility, and other negative
reactions. However, it's not that frustrating. Playing the game has a positive effect on
both players and students. If used the right way, that's right. Develop our basic cognitive
processing, thinking, and problem-solving skills.
Foreign Study
As video games playing has increased, so to have reports of problematic behavior
cuasing by playing video games. The terms used to describe problematic behavior
video games play vary across the research literature (Brunborg et al. 2013).
In the present study video games addiction is used as the preferred term and will
be used to refer to problematic or pathological use of video games, where gaming leads
to a functional impairment in daily life. Lemmens et al. (2009) define video games
addiction as an “excessive and compulsive use of computer or video games that leads
to in social and/or emotional problems; despite these problems, the gamer is unable to
regulate this excessive use.” (Lemmens et al. 2009, p. 78).
Foreign Study
Recently, research studies and media have reported on the detrimental effects
video games wear the social behaviors of adolescents. For example, previous studies
have found that playing video games is positively related to aggressive behaviors and
negatively related to prosocial behaviors.
However, only a couple of studies have examined the mediating effects of
personal characteristics between students playing video games and their social
behaviors. Thus, employing a sample of 1,242 seventh, eighth, and ninth grade Korean
students, the authors aimed to work out how playing video games is said to aggressive
and prosocial behaviors and whether their emotional abilities of adolescents, such as
empathy, emotional regulation, and self-control behavior, mediate this relationship.
The results indicated that video games have a big direct effect on brain
behaviors, and a big indirect effect on prosocial behaviors. Specifically, empathy and
behavioral self-control were found to mediate the relationship between playing video
games and prosocial behaviors. These results suggest different prevention and
intervention approaches to scale back aggressive behaviors and increase prosocial
behaviors in students exposed to video games. The implications of those findings are
discussed.
Mental Health
Foreign Study
As an adolescent you will find video games a joy to have as a hobby to do. In a
study that is around a six years, they discovered that 90% of people who play video
games actually doesn’t have any negative affects happened to them in the long run
even having gaming as a hobby of theirs. This proves that gaming as a hobby doesn’t
mean it has the stereotype for a person that everyone says.
Your mental health can only be affected by this if you start getting obsessive over
the games you play. Having too much of a good thing is a bad thing. 10% of the said
people is the one that are affected by the change of behavior due to video games. The
mental and the psychological changes is that they have a higher level of depression,
they are aggressive, has developed shyness, overly attached to their phones and they
are anxious.
With that being said, you can enjoy video games but try to understand to also
take care of yourself and look after yourself. The only way video games can affect you
is the way you treat your hobby as.
Impacts of Video Games on Students
Foreign Study
"According to a study by Christopher P. Barlett and Christopher Rodeheffer
(2009), the consequences of exposure to violent video games are aggressive thoughts,
emotions, and physiological arousal."
"Psychological Impact of Video Games on Youth: In a review by Lavinia McLean and
Mark Griffiths (2013), this study found that the role and impact of video games on youth
living in a technological society, and how this impact occurs. Potential Young people's
exposure to violent video games can be seen in the context of risk factors for the
development of aggression, and thus in the understanding of research within this area. "
"Isabela Granic, Adam Lobel, and Rutger CME Engels (20014) said," The
benefits of playing video games, video games are a controlled training regimen, and
behavioral changes result from brain changes and performance. It provides a context of
motivational behavior. Improvements are parallel to enduring physical and functional
neurological remodeling.
Foreign Literature
Online games have both positive and negative impacts on people, especially
students. This is one of the drawbacks. Many cases among students are addicted. And
this addiction can lead to worse problems. Students may steal money. They become
lazy when it comes to studying and may prefer to play all day long. Some people skip
school to spend more time playing. (SujatAli Hamzah) Addictive gamers spend so much
time playing that their personal relationships are ignored and sometimes even
completely disappear. Among married addicted gamers, up to 50% report their marriage
tensions as a result of their addiction. Addictive gamers also ignore the responsibilities
of everyday life, such as school and work. (UNC-OASIS) There are various genres of
online games in today's world. The first is a console game. Console games are more
commonly referred to as video games. They are played on a device specially made for
gameplay called a video game console. Players operate the game through a handheld
device with a controller, buttons, and a joystick or pad. Video and sound are received by
gamers via the TV. Examples of consoles include Microsoft Xbox, Sony Playstation,
Nintendo GameCube, and Nintendo Wii. The second is a real-time strategy game. This
is a type of video game in which the player executes a strategy along the way, usually
conquering the enemy and reaching the final destination without being eradicated. For
example, to win, players decide which route to take, what they need to do, and how to
do it. Contrast with first-person shooting games. The third is a cross-platform online
game. Develop or run the software for multiple types of hardware platforms. The most
universal cross-platform application is the web browser. Web browsers created for all
desktop and mobile platforms render web pages "almost" the same, no matter which
computer they are running on.
Foreign Study
The Study Conducted by Drummond & Sauer (2014) Video-gaming is common
among adolescents in industrialized countries, with prevalence rates above 75% This
ordinary pastime negatively impact adolescents' academic performance. The exciting,
fast-paced nature of the many videogames could conceivably compromise children's
ability to specialize in less attention-grabbing tasks (e.g., schoolwork). According to this
concept, increased video-gaming has been related to higher rates of teacher-reports of
student attention problems and poorer sleep efficiency. Attentional shortfall and poor
sleep could both plausibly diminish academic performance. Further, increased time
spent video-gaming can also reduce course time and, potentially, academic
performance (Barlett CP, Anderson CA, Swing EL, 2009).
Presently, evidence on whether video-gaming negatively affects academic achievement
is just too weak for causal claims. Although some researchers have reported a negative
association between time consumed video-gaming and college students' GPA and
secondary students' school grades others have found no connection between video-
gaming and faculty grades. Despite this restricted empirical support, the proposal that
video-games may negatively influence academic performance has received extensive
media. More comprehensive scrutiny of the effect of video-gaming on academic
performance is required.
Foreign Literature
At the extent of the negative influence of video games, we have the number of
time allocated to the particular activity of gaming, which renders the aspect of balance
or imbalance of the activity. This aspect is going to be outlined in the study. Thus, we
will mention both the excessive use of video games and a few pathological problems in
this regard. Studies show that there are tendencies towards pathological manifestation
regarding video games. This is often shown by the disproportionality of the allocated
time and by a series of symptoms, like withdrawal, solitude, lack of control, also as
conflicts intra or interpersonal. The elemental difference between the pathological and
therefore the excessive gaming activity is given by the very fact that the primary type,
the pathological one, results in the manifestation of problematic behavior, whereas the
latter results in behavior with disproportionate valence (Calin et al.,2016)
Local Study
Different video games affect brain activity (Gentile, 2009) through playing person
Games reduces brain activity but playing puzzle games increases brain activity.
Douglas (July 2009) supports the brain age principle but does brain activity really
denote a rise in intelligence? The naval army funded study supports the connection
between video games and intelligence (Perez, 2010)
Among the matter study noted was the length of your time the maximum amount
studies often used longer playtime as a basis for brain effect; no study showed how a
smaller and incremental playtime affects actual academic performance. it's important to
point out that on a minimum of during a Philippine setting, Pinoys are gamers too and a
shorter and more direct determination may show a minimum of some perceived effects
of video gaming to the tutorial standing of a student. (Dublin 2014)
Local Study
The impacts of the High school students’ performance in Los Baños, Laguna,
Philippines. Allowance, gender, coevals, and year level positively affect student's
decision to play while time spent on studying, year level, previous grade, number of
books, and time spent playing computer games are established to be significant in
affecting student's production. Results showed that the probability of a computer gamer
to fail is 39%, given the scholar has quite four siblings, a previous grade of at the most
84, lesser teachers, lesser hours on studying, living close by a computer shop, and
waste more hours playing computer games. Moreover, 60% of the students' everyday
allowance is consumed by playing computer games. (Cortes, Alcarde & Camacho 2012)
Aggression
Foreign Study
The study conducted by Tang & Fox (2016) Online video games afford co‐play
and social interaction, often unidentified, among players from all over the world. As
foreseen by the social identity model of de individuation result, Unpleasant actions
aren't uncommon in online gaming environments, and online harassment has become a
pervasive issue within the gaming community. During this study, we sought to figure out
what personality traits and game‐related variables foresee two kinds of online
aggression in video games: general harassment (e.g., skill‐based taunting, insulting
others’ intelligence) and harassment (e.g., sexist comments, rape threats). The guy who
plays online video games (N = 425) takes part in an anonymous online survey. Social
dominance orientation and aggressive sexism foresee higher levels of both harassment
and general harassment in online games. Game participation and hours of weekly
gameplay were additional foretellers of general intimidation. We discuss the implications
of online social aggression and online harrying for online gaming. We also apply our
findings to the broader understanding of online harassment, cyber aggression,
cyberbullying, and other kinds of online malice in computer‐mediated communication
contexts.
Foreign Study
The study conducted by Anderson & Dill (2000) Two studies examined violent
video game effects on aggression-related variables. Study 1 found that real-life
aggressive video gameplay was firmly related to aggressive behavior and delinquency.
The connection was powerful for individuals who are characteristically aggressive and
for men. Academic achievement was detrimental related to the overall quantity of time
consumed by playing video games. In Study 2, laboratory exposure to a
diagrammatically aggressive video game increased aggressive thoughts and behavior.
In both studies, the guy had a more hostile view of the world than did the lady. The
outcome from both studies is accordant with the General intuitive Aggression Model,
which foretell that exposure to violent video games will expand aggressive behavior in
both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).
Foreign Study
According to Passmore & Holder (2014) typical impressions regarding video
games, the consequences of playing video games, and of gamers themselves, are
largely negative. These impressions are oversimplified at the best, and easily wrong, at
worst. One reason for this negative impression is that the portrayal of gamers by the
mainstream media as lonely individuals who play video games secluded in their
basements (Gamespot, 2013). This is often a gross misportrayal. Actually, most
computer game playing occurs within a social context—either with friends or family
within the same room, or interacting with other players via a variety of massively
multiplayer online (MMO) games (Entertainment Software Association [ESA], 2013).
Also contributing to the negative impressions surrounding gaming and gamers is
that the media is quick to make headlines out of tenuous links between tragic events
and computer game playing.
Foreign Study
Research on video games has submitted accordant findings that aggressive
video games expand aggression and reduce prosocial behavior. However, these
studies typically examined single-player games. Of interest is that the result of
cooperative play during an aggressive computer game on subsequent cooperative or
competitive behavior. Contributor played Halo II (a first-person shooter game)
cooperatively or competitively then finished a modified prisoner's dilemma task to
evaluate competitive and cooperative behavior. Compared with the competitive play
state, players within the cooperative state occupied in additional tit-for-tat behaviors—a
pattern of behavior that typically precedes cooperative behavior. The social context of
gameplay influenced subsequent behavior quite the content of the sport that was
played. (Ewoldsen et al.,2012)
Foreign Study
According to Greitemeyer & McLatchie (2011) Past research has provided
abundant evidence that playing aggressive video games expands hostile behavior. So
far, these results are explained mainly because of the results of priming existing
apprehension structures. The research detail here examined the part of repudiating
humanness to people in accounting for the result that playing a violent computer game
has on hostile behavior. In two experiments, we found that playing violent video games
increased dehumanization, which successively evoked aggressive behavior. Thus, it
appears that video-game-induced hostile behavior is triggered when victimizers discern
the victim to be less human.
Addiction
Local Literature
In the Philippines, where video games are a multi-million peso business. Video
games can range from simple words to games with complex graphics and virtual worlds
with many players. The internet or any other equivalent technology is often used here,
but games can use any technology available such as cellphones, computers, Gameboy,
and PSP. According to Ordinario (2017) “This is Exercise for the brain” because you
think, plan, and make a strategy. Video games, on the other hand, have far-reaching
effects. Playing video games is stealing your time and your time. According to Ennette
“Once I start playing, I can’t stop. I always say to myself, ‘Just one level!’ But ‘I don’t
realize, it’s been a while since I’ve been in front of the screen” in that situation you can
see the time you spent playing. According to the 2013 survey, the average age of
players is 30. Those who play video games are mostly women with an estimated 45
percent gathered, usually aged 19 and over. Of the men, only 19 percent play video
games aged 17 and under.
Excessive focus on the screen of the player results in blurred vision due to
radiation emitted by the screen. Radiation is a wave that can damage our eyes.
Malnutrition also causes playing video games. Excessive obsession with the game is
the result of the person being lazy to eat and do other activities and exercise.
Playing video games is a good hobby if in the right place. But do not let it control
your time or neglect the important things in your life. Yes, instead of focusing on how
you can win video games, would it not be better to focus on how you can achieve your
goals, for real life.
Local Literature
Video games can give you chemicals in your brain that can give you enjoyment.
With this, you should keep in mind that having too much can mean no good to you. The
reason why should try to at least control your addiction to video games because this can
really affect your growth from a young age.
According to Castillo (2016), Most children regularly engaging in Video game
play have shown by sophisticated imaging studies that the release of the hormone
dopamine is increased, which is associated with most types of addiction.
The increase of dopamine can one experience pleasure. Repeated exposure to
an addictive substance or behavior such as playing video games conditions the brain
cells in key areas like the prefrontal cortex (the part of the brain that does planning and
executing tasks) to crave and follow the substance or behavior causing the discharge of
dopamine. The end is that the person is getting “addicted” to the source of pleasure,
and in this case, addiction to video games.
This is why some of the people playing video games can easily fall for the rabbit
hole of video gaming addiction. Because, when they have access to this and it captures
their interest, the chemical in your brain that gives you enjoyment increase.
Synthesis of the Reviewed Literature and Studies:
This paper described all the studies related to how video games affect player
behavior and emotions, and whether this effect is positive or negative. The game has
been shown to be able to cause a variety of changes to the player, including offensive,
negative, cooperative, and positive attention. The data collected from players is
considered a major part of analyzing a player's personality in order to find out how the
game affects the player. This data was collected in two ways. The first, called self-
reported data, is based on the player collecting data using surveys, surveys, interviews,
or ethnographic observations before, during, and after playing a video game. The
second method is called in-game data collection, where the data was collected directly
from the player through the video game and using a personal test model such as a five-
element model.
Most of the research concludes that there is a link between video games and
player behavior. In these studies, researchers conclude that video games influence a
player's personality, including emotions, reflexes, behaviors, motives, needs, mindsets,
and internal and external situations of approach. Meanwhile, there is another research
community that claims that video games do not affect players. Researchers in this
community support their assumptions by conducting a series of experiments. They
support their claim in two ways. The first is based on the type of game and the second
is based on the time spent by the player. Finally, from our point of view from all existing
research in this area, the impact of video games on player behavior and emotions
cannot be ignored. In addition, most studies denying the existence of the effects of
video games rely on a small number of participants or weak evidence.