Review Related Literature about Online Games Addiction As computer and Internet use become a staple of everyday life, the potential for overuse is introduced, which may lead to addiction. Research on Internet addiction has shown that users can become addicted to it. Addiction to the Internet shares some of the negative aspects of substance addiction and has been shown to lead to consequences.
The foreign and local literature of effects of computer online games has led to the advancement of these computer games.Literature Review of Internet Addiction In the virtual world of Internet gaming, shopping, and even to dating, Internet addiction may have dramatic rolls within people resulting in certain brain disorder dealing with depression, anger, and suicides. Being that the internet has become a gateway to some people’s ultimate fantasies it might create a paradox between their virtual surrounding.Chapter 2 Literature Review Introduction to Literature Review. This chapter will mainly discuss on the study that are done by previous research of other authors in the similar area of the present study. Throughout this chapter, there will be comprehensive discussion on theoretical and practical views of previous studies done in online shopping.
Review of the related literature conducted in India broadly categorized in to two categories. Initially review of the literature in science are done then general subject with technology regarding computer and instruction are made. 2.2.1 REVIEW OF THE RELATED LITERATURE IN SCIENCE Jeyamani P. (1991), Effectiveness of the simulation model of teaching through Computer Assisted Instruction (CAI.
These classic sociological and anthropological studies deployed qualitative research methods to show how drug use is shaped by complex sets of factors situated within social contexts, viewing drug users as agents engaged actively in social processes and worlds. Their findings have been used to challenge stereotypes about drug use and drug users, develop a deeper understanding of drug use among.
Computer games are the second most frequently used application after social media (Wakoopa, 2012).Computer and online game play rates and sales are increasing every day (Entertainment Software Association, 2012).Computer and online games are preferred by a wide range of people ranging from children and adolescents to adults.
Review of Related Literature The review of related literatures of this study is made here in the Philippines and in abroad. It is acquired from the internet and unpublished theses. It is nearly related on the relationship of computer game addiction to interpersonal relationship to adolescents especially, K-12 students. To enrich the background on the subject of the researcher, the literatures.
Of this problem there are the effect either positive or negative. I try to discuss how the negative effects of online games for students? Many cases that occurred among students because of the effects of online gaming. such as gaming addiction, when a student is the opiate of the game then it is very difficult to stop. there is no money when you want to play the game cause they can do anything.
Internet addiction is defined as any online-related, compulsive behavior which interferes with normal living and causes severe stress on family, friends, loved ones and one’s work environment. Internet addiction has been called internet dependency and internet compulsivity. By any name, it is a compulsive behavior that completely dominates the addict’s life. Internet addicts make the.
Mobile game addiction is commonly compared to gambling addiction, since both addiction types are described as impulse control disorders and affect the brain’s dopamine levels in similar ways to keep individuals coming back for more. Many times, those who suffer video game addiction also suffer from one or more mental health disorders that may be driving their addiction, such as PTSD or.
The Effect of Online Games to the Academic Performance of First Year Students of Smcl in Year 2010-2011 (Completed from Chap. 1 to 3) CHAPTER 1. THE PROBLEM AND ITS SETTING. 1.1 Introduction. As time passes by, technology continues to evolve. Because of technology, new things were created that sustains and lightens human work. Computers were.
The use of simulations and digital games in learning and assessment is expected to increase over the next several years. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support. This research report provides an overview of the theoretical and empirical evidence behind five key claims about the use of digital games.
CHAPTER 2: REVIEW OF RELATED LITERATURE The reasons why most of the young adults are addicted is because of their demanding, strict and not affectionate parents. They feel their alone and stress so they play online games to release stress and this leads to addiction. Conrad, B., (January 16). Strict Parenting leads to Internet Addiction. The Bad effects of online game addiction are anger.
In this paper we will give literature review related to game-based education, in first place at university, as well as analysis of existing solutions which should enable this type of eLearning. Main topic of this research will be capacity for applying modern information technologies for developing game-based learning platform. When we choose this topic, we started form the fact that there are.
This chapter contains the review of related literature and related studies that contains relevant and useful information related in conducting and conceptualizing this study. Related Literatures. 2D, 3D and 2.5D Games. The gaming industry of today has reached new heights and successes over the past years. It truly had become a powerhouse industry and it sure would be for the coming years. With.
According to this database, “With the popularity of online games in South Korea, the total revenue of the online gaming industry reached about 1.8 billion U.S. dollars in 2006, 24 percent of which was comprised of revenue from the South Korean gaming industry.” (Bong-Won 2010). This means not only are people in the United States buying video games, but also other countries purchase these.
A review of related literature is the process of collecting, selecting, and reading books, journals, reports, abstracts, and other reference materials. The following information may be collected: 1. Background information about the problem and related concepts. 2. Theories that explain the existence of the problem and the possible connection between certain factors and the problem. 3. Data.