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INTRODUCTION

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CHAPTER I: THE PROBLEM AND ITS BACKGROUND

Introduction

Internet as a source of information plays an important role in developing one’s mind and

life experiences by creating productive works in schools, offices, and even at home. Nowadays,

this can be a person’s most efficient strategic tool for enabling himself to take charge and cope

with the fast growing technology. All these technologies are very good at distracting people. In

line with this development, online gaming was created to give entertainment to people.

Online gaming describes any video game that offers online interactions with other

players. Video games are more popular now than at any time in their history. This pastime

crosses national, racial, social-economic, and gender boundaries. Although it originated in the

United States, the gaming industry has become prominent worldwide.

Online gaming (playing video games via the internet), although considered a relatively

new phenomenon, has been in existence since the early 1970s. During this time, online gaming

was primarily text based, such as the classic game Oregon Trail (1971), where players could type

instructions to their characters in order to complete specific objectives. These games, while

played over the internet, were single-player ventures and the players interacted between

themselves and the game only. This changed with Maze War (1973) where, for the first time,

online players could interact with each other within the game itself. The complexity and scope of

online gaming grew over the years, with the development of Massively Multiplayer Online Role-

Playing Games such as World of Warcraft in the early 2000s (GamesIndustry

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International, 2004). These games allowed millions of players across the globe to interact with

one another through online gaming platforms. More recently, Multiplayer Online Battle Arena

(MOBA) games (e.g. League of Legends) have seen a large increase in popularity, with video

games like Fortnite hitting a peak of 3.4 million players concurrently online in August 2018

(Chalk, Reference Chalk2018). These online games can be accessed through a variety of means,

such as through PC gaming (gaming via laptop or home personal computer), console gaming

(dedicated gaming equipment such as PlayStation and Xbox consoles), and mobile gaming

(via Android or Apple apps on smartphones or tablets).

It is said that playing video games has a number of reasons to be played, for it can be a

stress reliever, challenge and competition, relaxation, enjoyment, social interaction, and even

mentally escaping from the real world. For most people, on-line gaming is one of the best past

time that they acquire specially for teenagers, youngsters and students. According to Kuss &

Griffiths [2], teens who play online games are just having fun. They do not just actually play

because of some sort of seriousness, but also because they just want to feel relief. During school

hours, students tend to feel stressed due to loads of school works and through playing it will

relive their stress.

There are many reasons why people engage in online gaming. These can be broken down

into three overarching reasons for online gaming: for achievement, for social reasons, and for

immersion in another world (Yee, Reference Yee2006). Achievement focuses on looking to

progress in games, accumulate in-game wealth and status, and challenge/compete with others

(Yee, Reference Yee2006). Social players look to work collaboratively with other players to

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achieve goals and to make friends, as well as to form and continue relationships with others

(Yee, Reference Yee2006). Players looking to immerse themselves in the game world enjoy the

role-playing aspect of gaming. They engage in gaming in order to relax and to temporarily

escape from real-life (Yee, Reference Yee2006). Other authors have asserted more than three

motivations for gaming such as Ballabio et al. (Reference Ballabio, Griffiths, Urbán, Quartiroli,

Demetrovics and Király2017) who outlined seven motives (social, escape, competition, coping,

skill development, fantasy, and recreation). Gamers can view gaming as a meaningful and

purposeful activity and as a large part of their lives (Shi et al. Reference Shi, Renwick, Turner

and Kirsh2019). However, a minority of people report negative experiences of online gaming

and problematic gaming behaviours, such as a loss of control of time spent playing (Kuss &

Griffiths, Reference Kuss and Griffiths2012). Therefore, it is important for clinicians to be aware

of the features of problematic gaming and gaming disorder given its upcoming inclusion in ICD-

11 (World Health Organization, 2018).

It is undeniably questionable that playing online games provide them something that no

one can give. According to some researches it is beneficial. It enables the mind of the players to

be more active, especially those puzzle-based games. Furthermore, it helps the player to come up

with decisions in tight situations, especially those adventure games that keep the players to be

alert, active and strate.

Students’ learning takes place unexpectedly, but the inappropriate usage of playing online

games also leads in some problems such as being distracted in school. Further, it is where the

attention of the child were divided that even their health and social life is unknowingly affected.

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Studies revealed that the human brain is easy to destruct and one of the reasons is using

technology. The education system tends to go with the flow with this constant change in the

society in order to get things relevant with the generations today. The researchers felt the need to

determine the impact of online gaming to students’ academic performance. The purpose of this

study is to find out the implications of on-line gaming to the academic performance of the

students.

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