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CHAPTER II
REVIEW OF RELATED LITERATURE
Much attention has been directed to the use of video games for learning in the
recent years, in part due to the staggering amounts of capital spent on games in the
entertainment industry, but also because of their ability to captivate player attention and
hold it for lengthy periods of time as players learn to master game complexities and
accomplish objectives (Dondlinger 2007).
According to the authors, Chen and Voderer, gamers fit into certain categories:
the competitor, explorer, collector, achiever, joker, director, storyteller, performer, and
the craftsmen. Each of these types of players has a specific goal for playing games,
motivating them to spend hours staring at a screen. For example the explorer plays “to
experience the boundaries of the play world.” At the same time there are players who
play to escape from the harsh realities of their life and change into a “respected”
character that in the fantasy world is a hero. Unfortunately some people feel compelled to
escape into these fantasy worlds because of depression and oppression daily.
Paducah, Kentucky. Jonesboro, Arkansas. Littleton, Colorado.These three towns
recently experienced similar multiple school shootings. The shooters were students who
habitually played violent video. Eric Harris and Dylan Klebold, the Columbine High
School students who murdered 13 people and wounded 23 in Littleton, before killing
themselves, enjoyedplaying the bloody video Doom. Harris created a customized version
of Doom with two shooters, extra weapons, unlimited ammunition, and victims who
could not fight back features that are eerily similar to aspects of the actual shootings.
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The one positive result of these tragedies is the attentionbrought to the growing problem
of video-violence, from the newsroom to the U.S. Senate (2000). At a Commerce
Committee hearing, several researchers testified that there are indeed valid reasons, both
theoretical and empirical, to be concerned about exposing youths to violent
video(Anderson, 2000).
As individual beings, we have difficulty accepting deriving from what violence is
and how video games are to different people. Children who watch television and go to the
movies see thousands of murders and countless other acts of violence. Many people
believe that being exposed to all this violence causes children to be more aggressive and
to commit crimes. (Shin, 2003)
Recently, attention has turned toward the violence in video games. It seems
reasonable to many people that if passively watching violence in movies and on
television causes aggression, actively participating in violence in video games should
have an even greater effect. Surely, so the argument goes, spending hours shooting
images of various creatures and of human beings and watching them blow up, break
apart, scream in pain, spew blood all over, and so on must have a harmful effect on those
who play - it must teach them that violence is acceptable, that it is a way to deal with
problems, perhaps make them insensitive to real violence, and thus cause them to be
more aggressive and more violent themselves (2000, April, 23).
By the end of the 20th century, even more graphically violent became available to
players of all ages (Walsh, 1999).
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Numerous educational, nonviolent strategy and sports exist, but the most heavily
marketed and consumed areviolent ones. Fourth-grade girls (59%) and boys (73%) report
that the majority of their favorites are violent ones (Buchman & Funk, 1996).
Another problem involves the lack of parental oversight.Teens in grades 8
through 12 reports that 90% of their parents never check the ratings of video before
allowing their purchase, and only 1% of the teens’ parents had ever prevented a
purchase based on its rating (Walsh, 2000).
Also, 89% reported that their parent’s never limited time spent playing video.
Ratings provided by the video- industry do not match those provided by other adults and
playing youngsters. Many involving violence by cartoonlike characters are classified by
the industry as appropriate for general audiences, a classification with which adults and
youngsters disagree. (Funk, Flores, Buchman, & Germann, 1999)
The field of instructional technology has experienced dramatic growth in the
research and development of multimedia learning environments. This growth has been
especially pronounced in computer based and web based learning environments
(Jonassen, 1988; Marsh & Kumar, 1992; Rieber, 1996; Yoder, 1994). A number of
researchers have indicated that gaming motivates learners (Keller, 1987; Malone, 1980,
1981; Thiagarajan, 1976).
The motivation generated in competitive gaming may translate into increased
achievement of the content (Laveault& St. Germain, 1997). Gaming also provides a
rehearsal dimension and is capable of delivering various forms of feedback essential in
sustaining motivation. Feedback guides the learning process and provides students with a
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sense of satisfaction and/or accomplishment. Satisfaction can result from extrinsic or
intrinsic factors. An instructional game can be defined as any training format that
involves competition and is rule-guided (Jones, 1987).
A well-designed instructional game must develop confidence in success by
generating positive expectancies (Jonassen, 1988; Keller, 1979). Research on gaming
(Molcho, 1988; Pierfy, 1977) has provided evidence that instructional games can promote
retention and the ability to transfer knowledge to new domains. Instructional games are
attractive to learners because they offer a simple and creative means of providing high-
level motivation, clear and consistent goals, and sustained interactivity. Gaming as an
instructional variable may be analyzed as methods of rehearsal by facilitating the
organization and retention of content (Dwyer & Dwyer, 1985; Orbach, 1979).
Online games provide an escape into a virtual world, where you can forget about
anything that is happening in real life and just enjoy yourself, even play with your friends
in a networking game. In the past, for a group of online game players to play networking
games, it was necessary for them to all be together and all their computers and Xboxes
connected to one another. Not only were they just playing a game, they were interacting
on a personal level. Now with online gaming becoming a component of most every video
game on the market today, it is possible for gamers to have this same action in the
privacy of their home. This anonymity comes with a cost however, and it is becoming
increasingly common that both the social aspect of gaming and the gamers’ social skills
themselves are degrading as online gaming becomes more prevalent. (Gentile, Lynch,
Linder & Walsh)
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Many teachers, parents and other concerned organizations and people
continuously clamor for a tighter clamp over computer gaming. Protest mainly focused
on how the trend is becoming a cause of distraction among students in their studies.
Many entrepreneurs set up cafés near school to cater the youngsters; the market by the
industry is seemingly tailored for. Numerous of students are designating cafés as hangout
places where hours are spent playing – be it until late at night, or worse, during school
hours which makes students skip classes.
Studies indicate that children who play computer games can improve visual
intelligence skills. Parents believed that computer use is related to better academic
performance of the children. It was found that high school students who used educational
software at home scored significantly higher on computer literacy tests than other
students. Computer use at home is also associated with improvements in general
academic performance. Other studies also found that students who own computers at
home had higher over-all grades, particularly in Math and English, than those without
home computers.
On the other hand, a study done in Taiwan by Chuang and Chen (2007, 30)
investigated and discovered that digital games improve children’s cognitive achievement
and can facilitate student’s cognitive learning process. Moreover, the findings indicated
that digital game playing not only improves participants’ fact/recall processes, but also
promotes problem-solving skills by recognizing multiple solutions. However, the
question on which type of digital games works best for students was not discussed in the
study.
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According to Molcho (1988), gaming has provided evidence that instructional games can
promote retention and the ability to transfer knowledge to new domains. Instructional
games are attractive to learners because they offer a simple and creative means of
providing high-level motivation, clear and consistent goals, and sustained interactivity.
Gaming as an instructional variable may be analyzed as methods of rehearsal by
facilitating the organization and retention of content (Dwyer & Dwyer, 1985).
Kimberly Young (2009, p.12) says, not only are children, teenagers, and collegestudents
effected by online gaming addiction, but a growing number of adults
are becoming hooked to online gaming. While such cases are rare, mental-
health professionals say the fantasy worlds offered by computer and video games can
becomethe stuff of very real addictions that destroy marriages and careers. People of all
agesare quickly becoming immersed in this virtual fantasy world whereby they can
easilyescape problems in their lives.As in any treatment program, the primary step to take
in the path, according toKimberly (2009, p.18), to recovery is to accept and not refute
“denial,” a defense mechanism that addicts frequently employ and that effectively stops
them fromaccepting treatment. Once this obstacle is conquered, treatment can be
performed moreeffectively than it would otherwise. Tracy Miller (2013) add because
computer gameaddiction is a new development in the world of mental health, treatments
are not as wellestablished as those for depression, anxiety, anger, etc. Most interventions
take acognitive-behavioral approach which involves changing how the addict thinks
about the addiction.