Chapter+2+(Literature+Review)


 * __CHAPTER 2__**

**__LITERATURE REVIEW__**

**2.0 __Literature Review__**

2.0 Literature Review Video games are immensely popular, especially among teenagers and young adults. Many researches done on a lot of individuals about the effects of video games among teenagers especially students. The researchers are mostly about the advantages and disadvantages, and from the result they compared and then they would know that video games have less advantages rather than disadvantages. Thus, this review is mostly about the ideas of advantages and disadvantages of the video games. Research Focus From our searching of ‘The effects of video games’ on many website, mostly yields effects on; · Social behavior · Financing · Aggressiveness · Academic Disadvantages We will explain about the disadvantages first, most teenagers nowadays know what is video games and the effect of playing that. But most of them also don’t know the effects of video games in their life such as in their studies, social behavior financial and also aggression. From Dewitt, (1993) he said that video games have become one of the favorite activities of children in America. Based on statistics from a few gaming companies it states that the sales of electronics gaming product such as worldwide video games are increasing to $20 billion (Cohen, 2000). This involved a lot of money from teenagers, they indeed buy games rather than use their money to buy another thing. For example, high school students spend more money on video games rather than use their money to buy books for study (Harris & Williams, 1985). Other than affecting the students’ finances, video games also give negative to the teenagers performance in their studies (Harris & Williams, 1985; Creasy & Myers, 1986; Lieberman, Chaffee, & Roberts, 1988). From their studies the results shows that a fairly consistent negative correlation between recreational video game play and grades. For example, high school’s student spend their time more or less to play a video games than time to do their homework and study. Others researchers also state about a similar negative correlation with college students between amount of time spending on playing video games compare to the time spending on their study (Anderson & Dill, 2000; Paschke, Green & Gentile,2001). Video games also effects teenagers’ aggression when playing violent video games. The teenagers has the curiosity to do the same thing as in the games they play such as using the pistols to shoot other peoples (Bushman & Hueshmann, 2001). Video games based on the violent concept also in particular create the short-term and the expected long-term increase in violent and aggressiveness (Anderson & Dill, 2000). Lastly is the amount time spending to play video games in other educational and social activities, this hypothesis suggest that electronic media can influence learning and social behavior by taking the place activities such as reading, family interaction and social play with peers (Huston et al., 1992). For example, teenagers more comfortable stay at home and playing video game than do outdoor activities. Advantages However, has to be noted that video games also have the advantages among teenagers such as it will increase the teenagers viewing, understanding, reactions to and imitation of program content (Lin & Atkin, 1989; Dorr & Rabin, 1995). For example, the viewing of eye side of teenager more focusing and more reflected on the reactions after playing video games. This condition also happen to the adults such as a doctor will playing games before do the surgery to make their hand more effective during handling equipments of surgery .Other than that, those video games also gives parental mediation that is correlated with better academic performance and has been shown to increase the belief’s of teenagers in social norms and to decrease fear (Corder-Boltz, 1980; Austin, Pinkleton, & Fujioka, 20). Such as situation when they playing games that need the courage and make decision thus, in real world they would apply that also. Conclusion Based on above ideas, we can conclude that video games are the activities that have disadvantages more than the advantages. Thus to prove our conclusion is true we need to proceed with our research and in next chapter will explain about the way we do the research.

1) http://www.usatoday.com/tech/news/2004-04-07-surgeons-video-games_x.htm 2) http://health.dailynewscentral.com/content/view/1297/62 3) http://www.kidsource.com/kidsource/content2/video.games.html 4)http://www.sciencedirect.com
 * __REFERENCES__**