INTRODUCTION
INTRODUCTION
INTRODUCTION
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
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-
1
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
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
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
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
2
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-
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
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.
3
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.