REVIEW OF RELATED LITERATURE
As the world nowadays are developing with advance technology, specially by
the new generation. There are several improper habits and behavior with this
development which the researcher finds in a study of online games. Online
gaming shows the bad effects among the people nowadays. Addiction to the
internet shares some negative aspects of substance addiction and has shown to
lead consequences such as failing school, family and relationship problem.
Video games can deprive a person from the real world. Users may play
compulsively isolating themselves from others forms of social contact and focus
only the games achievements rather than broader life events.
Nevertheless, playing online video games is one of the common that people
do for their leisure times. Online video games can be defined as the technology
that allow the player to a game as a party. Most of the online video games that
we have today are using internet as their platforms. There are so many types of
genre for online video games such as strategy, action, adventure, simulation,
sports and role-playing.
Internet addiction is a relatively new phenomenon in which social workers and
psychologists are unaware and unprepared to treat at present. MU (2006), points
out that some of the main symptoms of internet and online games addictions
including the decrease in friends and face to face interactions with others.
Carey (2008), found out that the history of online gaming included
contributions of many different companies. Online gaming began as multiplayer
gaming but has involved top include online gaming servers and massively-
multiplayer online gaming settings.
Hassan (2011), in his research online gaming is good and bad. Good for those
who know their limits and bad for those who fix themselves in the seats for long
hours and cut off the interaction with rest of the world.
Chang (2008), online gaming was referred to as internet gaming or electronic
Gaming. It was a gathering of players with a common game using a Local Area
Network (LAN) where they could be on the same settings. The player seems to be
in a real situation that they use heir mouse or keyboards to move in in the
monitor.
Griffiths, et al. (2003), stated that online gaming separated by some
researchers into three main types, Stand-alone games, local and wide networks
(LAWN) games and massively multiplayer online role-playing (MMORP) games.
French and Dwyer (2002), claimed that online game players don’t have
normal social relationship anymore and play online games in order to cover
feelings of anger, depression and low self-esteem.
Nie and Erbring (2000) and Kraut, et al. (1998), stated that some fear that
virtual communities was destructed social activity and involvement in the real
world, replaced real social relationships with less robust online substitute and
caused users to turn away from more traditional media.
Rheingold (1993), stated that the reason for the popularity of online games
was that they meld the fun and challenge of video games with the rewarding
social aspects of online community. Participation in online communities allows us
to stay in touch with all friends, meet new people, learn, and share information.
Edward Castronova (2008) In his research he described online Game as
massively- multiplayer online games (MMOG). An MMOG is a game capable of
supporting hundreds or thousands of players and is mostly played using the
internet. Nowadays online games have become extremely popular among the
young generation thus, leading to the rise of online game addiction issues
especially among the students.
According to Lan Ying Huang (2003), In his research he described online
game features online gamer participants may view the games as source of
providing diversion and filling time. The biggest risk factor for pathological video
games to escape from daily life.
According to Bachuber and Saulnier (2012), playing online games is an
effective way of enhancing a student’s reading comprehension. Through
formative testing, they found out that online games can help a student improve
his/her grammar, vocabulary and comprehension because they can have an
interactive way to learn English or any other language.