CHAPTER+1

In the first chapter, we have explained the fundamentals of the present study including current arguments on the notions of video games. To provide a clearer understanding of this study, we will thus discuss a few issues that consistently envelope the discussion of video games studies. We will explain the affect of computer games to students through socialize of students, cognitive-developmental theory and cultural influences andnotion of activities students.
 * 2.0 LITERATURE REVIEW**

2.1.1 Computer games and addiction** The increase in the home computer games market has resulted in the ready availability of such games. Because of this situation, we worried about the amount of time students spend on playing games rather than study. Besides that, students do not spend their time to do other activities. It has been suggested that ‘computer game addiction’ is like any other behavioral addiction, in that it consists of compulsive behavioral involvement, a lack of interest in doing other activities. Besides that, it is associated mainly with other addicts, and physical and mental symptoms when attempting to try to stop the behavior. For the example is shakes. Shakes mean that the movement or action that the owner cannot control her or his movement or action. For example the shivering that the people that have Parkinson.
 * 2.1 Effects due to computer games on students :

In the late of 1970s the company of computer games has joined with the company of television so that they can advertise the new games on television. This make the games is easily known by public. This make the children have more leisure activities. They will only focus on playing games rather than study.This situation make constantly been raised is that most games feature some kind of aggression ( Morlock et al, 1985). Commonly every researcher make a research in studied based on the involve of the player's level of aggression which make the tension to students to lead them to do violence. This either takes the form of human violence or fantasy violence. In addition, many games of sport and action have violent. Actually, these games’ teach the player to became more realistic effect, has an ideas to make strategies which make the increasing in students tension. As a result, students will easily do the violent and destruction. These indictment are supported by research carried out by Provenzo (1991), who looked at the content of Nintendo games and revealed that violence was, indeed, a major theme of 40 out of 47 of the most popular games.Actually, their effect on aggressive behavior has become the most commonly studied phenomenon among researhers to studied, including some work looking at how self-esteem correlates with these variables. However, the studies do not all point this games makes the students behavior became more aggressive and lead them to do violent or destruction (Kaplan, 1983; Griffiths, 1991a). But the majority of researchs have come the conclusion that virtual games such as computer games can lead students to make violent. This happened when they playing and watching a violent virtual games. Actually, one survey has apparently found that heavy computer game use has a calming effect in providing an outlet for aggression and the open expression of competition //(//Surrey, 1982).
 * 1.2. Computer games and aggression**