Related Literature of Computer Exposure

2309 Words Mar 26th, 2011 10 Pages
REVIEW OF RELATED LITERATURE
Most of our youth and students today are fond of going into internet shop to use computer, without knowledge of their parents what they are up to. They will ask money from their parents telling that they have something to search in the internet for their project or assignments, although others do so, but there are some who just make it as an alibi so that they can compete skills with their peers through playing games online like for example war craft, battle realms, DOTA etc.
Related Literature Foreign Since Time named the microcomputer their “Man of the Year” in 1983 there has been a continued drive for public school teachers to become computer literate. A nationwide study concluded that although teachers
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Researchers turned attention to the topic after reports surfaced of arcade gamers becoming alarmingly preoccupied with gaming and displaying anti-social behaviours to support play, including stealing to fund play and neglecting social responsibilities such as school or work. Research on the topic has explored how similar video game playing can be to more established addictions, which can be separated into two broad categories - chemical and behavioural. Chemical based addictions are better understood and have been researched for longer. They are driven by chemical substances, such as heroin or alcohol. Behavioural addictions show very similar characteristics to chemical based addictions, but a particular behaviour (e.g. gambling) is the source rather than a drug. Behavioural addictions include other burgeoning technological addictions such as internet, computer and television addiction. 2. In fall 2002, 99% of public schools in the United States had access to the Internet and 64% of children ages 5 to 17 had Internet access at home (National Center for Education Statistics, 2002). Children ages 13 to 17 spent more time online than watching television--3.5 hours versus 3.1 hours per day, and used the Internet mostly for exploration (surfing and searching), followed by education (learning and homework), multimedia (music, video, etc.), communications (e-mail, chat, and instant messages), games, and e-commerce (Corporation for Public Broadcasting,
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