CHAPTER+2


 * INTRODUCTION **

The advent of Space Invaders in 1979 saw computer games becoming popular to the public. By 1981, no single game dominated the field any more as new games came out, rendering Space Invaders obsolete //(//Surrey, 1982)//.// The increasing popularity of computer games stimulated a certain amount of research interest in their effects. While, the saturation of the market with games in the early 1980s led to some loss of interest in them by the purchasing public, the late 1980s saw the arrival of the Japanese Nintendo system and soon sales started to rise. From the statement above there is a research that have been doing by //Economist Intelligence// Unit which is UK sales of console games connected to televisions increased by 200 per cent and sales of hand held games had risen by 700 per cent. It is a common sight nowadays, to see teenagers owning a game console or participating in online games. This scenario has also affected most students in higher learning institutions that it has even been recognized as an addiction to some students. Student nowadays always choose console games as their way to release tension. However, research has indicated gender differences in computer game playing habits, with males playing more frequently than females (Kaplan, 1983; Griffiths, 1991a). Reasons for this include: the game content, in that games tend to contain more masculine than feminine characters (Morlock et al, 1985); the nature of the games, in that males tend to do better than females on tasks involving visual and spatial skills (Keisler et al, 1983); and social factors. Due to this research the target is among the students of Universiti Malaysia Pahang. Thus this research is done to identify the effect due to the behavior among the student.
 * Background of the study **

- to know how console games can influence the students’ actions in daily life - to identify the effects of playing video games to students' action in daily life - How does the console games can influence the students’ actions in daily life? - Does playing video games affect students' actions in daily life? Students :all of student Universiti Malaysia Pahang Console game : games that are played on computers or consoles such as Xbox and Playstation
 * Objectives of the study**
 * Research questions **
 * Definition of terms **