RRL Draft
RRL Draft
RRL Draft
This chapter presents the related literatures and studies which are relevant to this
study.
Related Literature
This section presents the related literature that is relevant to the current study.
According to Anderson and Dill (2013), playing mobile game is often with poor
academic performance. A study found a negative correlation between GPA and time spent
playing mobile games. This correlation was relatively small. According to Guttis and Davis
spend time on the game instead of reading and doing things which are more educational.
As stated by Schie and Weigman (2010), video games have positive social effects
and playing mobile games may not be that bad. Educational games is one of the examples
of mobile games but it’s an effective assisting tools in the educational areas. If a parent
or a guide choose the right mobile games, the child may learn better on problem solving
skills and any other abilities may learn. According to Car et. al (2009), mobile game is
one of the most exciting and rapidly evolving media of our time. Evidence can be seen
from the internet where mobile games are one of the fastest growing areas. As a leisure
activity it has became an increasing part of many young people’s day to live. According to
Greitemeyer and Osswald (2008), there are positive and negative consequences of mobile
The literature being cited are the same to the proposed study. It teaches about the
effects of games to children’s learning which is the topic of the current study. The literature
examines young people or youth who have their own gadgets at home which is different
Southwestern University with or without gadgets or mobile phones at their home which
made the results presented in this study reliable. It also tackled about the positive and
negative consequences of playing mobile games which is aligned to the current study.
Related Studies
This section presents information that are relevant to the current study.
According to the study of Wack and Tanteff-Dunn (2012), games do not only have
an impact on performance directly, but it also triggers a high level of aggression which is
study of Jackson et.al (2009), found that time spent playing mobile games was a negative
predicator of academic performance and those who play mobile games more often had
According to the study of Anand (2009), the penetration of mobile games is huge
with at least 90% of homes having children that have played mobile game. This is a record
level that continues to increase. 50% of console players and 66% of online players are
over 16-18 years old. They have more addiction, physically impacts academic performance
because the student is too involved in the game than to do homework or prepare
academically. According to the study of Bavelier (2008), games make more correct
decisions per unit time. Games also enhance reading and other skills may learn. According
to Gue (2008), all of these must be controlled and under time management.
The studies being cited are the same to the proposed study. It tackles about the
effects of playing mobile games to the academic performance of the students which is the
topic of the current study. The study also examined children that are 16-18 years old who
have their own gadgets or mobile phones at home which is quite similar to the researchers
respondents circled around Senior High School Students of Southwestern University with
or without gadgets or mobile phones at their home and due to that reason of the data
result being presented in this study is reliable. It focuses on how mobile games has an
impact on academic performance which is the main problem of the current study.