In this present situation, the researchers can never deny the fact that, as level of technology continue to develop; everything around it grows with it. And so, the educational tools, work equipment and all others found remedies through technology as great help by using them more efficiency. Games also, from being just an ordinary one-set game or a video game with the use of joysticks now had evolved into a modernize online games, which links players from across the world together in the same type of game.
The popular term, online, was originally called the Massively Multiplayer Online Game (MMOG or MMO). MMOG is capable of supporting hundreds or even thousands of players simultaneously, and is played with the internet. Typically, this type of game is played in a giant persistent world. MMO’s can enable players to be with and/or against each other on a grand scale, and sometimes to interact meaningfully with people around the world. Most MMO’s require players to invest large amounts of their time into the game (http://www.wikipedia.com)
In relation, youth, especially students who are most likely exposed to entertainments, are the ones who were affected worst. They fall to be on the stage of addiction in online games. Research and analysis to these games is nascent, but critical. Games play to such excess that they die in the worlds, which is having the potential to draw almost everybody. Compulsive game playing kills the role-playing variety, they tend to have risk failing grades and withdrawal of financial results from tuition-paying parents.
Thus, online gaming does interfere some aspects in our life- including academic performances (Cyber Psychology & Behavior, Vol. 10, 2007 issue). On school days, keen boy who intend to play online games appear to have less time reading than those who didn’t (Sciencedaily, July 4, 2007).
Opposing to the above statements, an alternative possibility is that game play may be associated with positive