Professional Documents
Culture Documents
_____________________________________________________
A Research Paper Presented
to the faculty of
TULUNAN NATIONAL HIGH SCHOOL
Senior High School Department
Tulunan, Cotabato
Researchers
October 2019
1
TABLE OF CONTENTS
TITLE PAGE i
ABSTRACT ii
APROVAL SHEET iii
TRANSMITTAL SHEET iv
AKNOWLEDGEMENT v
CHAPTER 1: INTRODUCTION 1
Background of the Study 2
Statement of the Problem 3
Significance of the Study 4
Conceptual Framework 5
Definition of Terms 6-7
Scope and Delimitations 7-8
Theoretical Lens 8-9
Hypothesis 8-9
CHAPTER 3: METHODOLOGY
Research Design 18
Research Sampling 18-19
Instruments 19-20
Data Gathering 20
Data Analysis 21-22
REFERENCES
APPENDICES
2
Abstract
Online gaming is one of the widely used leisure activities made by many
between social behavior of gamers to their mobile gaming habits. This research
wanted to know if their mobile gaming habit was influenced by their social
behavior. The study used descriptive correlational research and applied a non-
probability sampling method which is snowball and purposive. The study was
conducted at Tulunan National High School with 100 respondents coming from
Grade 9-12 of TNHS. The result indicates that the most dominant gamers are
male with the age of 15-16. Also the social behavior of respondents in terms of
concentration, extrovert, reflective has an overall mean of 3.53 which falls under
the description frequently. The respondents’ level of mobile gaming habits has
verbal descriptions of sometimes. Overall there are 16.7% of the variability can
3
APPROVAL SHEET
_________________ ________________
Date Date
NILO G. DESLATE
Chairperson, Examining Committee
HUMSS Strand
______________________
Date
4
TRANSMITTAL SHEET
________________
Date
______________________
Date
5
ACKNOWLEDGEMENT
The research team would like to say our “thank yous” to the following group of
people:
Our Almighty God for renewing our strength and for providing knowledge and
wisdom.
Our parents, for being very supportive of the demands of our research task
Our practical Research 2 teacher Melvin P. Carumba for the guidance and for
greatest support you give to us; for believing in us that we can finish this study; for
teaching us the basics and making sure that we do not just learn the essentials of
Our handsome and kind subject teacher Albert E. Agravante for the motivation
research.
Our respondents for the willingness to share their experiences and for the time
they gave.
THE RESEARCHERS
6
CHAPTER 1
INTRODUCTION
Internet has embraced the society since it was invented and plays role in every
aspect of life of human being making every individual’s life easy and building a strong
connection to each other. Nowadays, it is the most preferred tool of every individual as
a source of information, business and many others. Moreover, due to the fast growing
technology people became more internet literate and lived a life that is always updated.
Due to this, internet became a need of human being and this machine had a great
impact on our daily lives and affects our lifestyle and behavior. However, despite the
fact that it gives us relief and entertainment, the influence of these technologies on
Online gaming is one of the widely used leisure activities made by many people.
For some, playing online game has a number of reasons it can be a stress reliever, it
can bring relaxation, challenge and competition, socialization and can bring one to the
outside world. According to Kuss and Griffiths (2015) teens who played online games
are just having fun. They do not just actually play because of some sort of seriousness,
but also because they just want to feel a relief. During school hours, students tend to
feel stressed due to pressures of school demands and through playing with online
1
It is undeniable questionable that playing online games provide them something that no
one can give. According to Techjury (2016) the number of active mobile gamers
worldwide was 1.6284 billion. This has almost doubled in 2019, reading 2.2219 billion at
the writing. Furthermore, at this rate the population of gamers worldwide has grown up
at an alarming rate.
laying online games also leads in some problems such as distraction in school. It is
where the attention is divided that even their health and social life is unconsciously
affected.
Related studies showed that the human being is easily distracted from their focus
in what they do and one of the reasons is using technologies. The education system
tends to go with the flow with this constant change in the society in order to get things
2
Statement of the problem
This study aims to know if there is a relationship between Mobile Gaming Habits
Specifically, the research (or study) seeks to answer the following questions.
a. Age
13-14
15-16
17-18
19- above
b. Sex
behavior?
3
Significance of the Study
This research study will help the readers to understand the impact of online
gaming. Information gathered here could also serve as a basis for future research which
talks about the influenced of social behavior of students’ in their mobile gaming habits.
Students. They will know if playing games is a habit reflecting their social
behavior.
Parents. They will acquire more knowledge on what is the association of social
behavior on the gaming habits of their children. They can prevent their children in
Teachers. They will know what will be the role of social behavior in the habits of
mobile gaming and also they can teach the students who have a habit in playing that
Researchers. They will have broader knowledge about the connection of social
behavior on mobile games on students gaming habits and if there any relation between
the two.
4
Conceptual Framework
Students’ Mobile
Gaming
Social
Habits
Behavior
Environmental
Factors
1. Family problem
2. Friends
3. School
The Independent variable of our study is the mobile gaming habits that may
affect the dependent variable of our study which is the student’s social behavior. It is
presumed that the independent variable has a direct effect to the dependent variable.
The intervening variable which is the environmental factors has also a possible effect to
5
Definition of Terms
To guide and enlighten the readers, the following terms are hereby defined
conceptually:
Habit: Conceptually, this term refers to a thing done often and hence easily; a
Mobile Game: Conceptually, this term refers to a video game played on featured
social behavior and mobile gaming habits which be using 100 students of Grade 9 to
Senior High School at Tulunan National High School in the first semester of school year
2019-2020.
with mobile games and not attempt to measure any other variables or factors. Mobile
gaming habits is limited only to those who are using internet for online gaming purposes
and excludes the use of internet by the respondents for academic and educational
purposes.
6
Theoretical Lens
The Flow Theory and Social Cognitive Theory was used as the guiding lights of
this research.
understand the behaviour (Wan & Chiou, 2006). Flow theory is based around having an
achieve this “flow state” there are a number of things that the experience must provide.
challenging but not so much as to overcome the individuals skills, immerse the
individual and of course be interesting in general. These are all things that video games
can provide (Wan & Chiou, 2006). The objectives of games are clear. They provide
immediate feedback through leveling and other reward systems. They can provide
desired challenge but generally allow the player to match their skill level to the
challenge. Finally, certain people find video games to be extremely interesting and
immersive. It is believed that most individuals play video games to achieve this flow
state as it makes the experience much more enjoyable. Consequently, one would
assume that individuals who often achieve this flow state in a particular game would be
more prone to becoming addicted. However, Wan and Chiou (2006) found that the
frequency of this flow state was actually negatively correlated with addictive tendencies.
On the other hand, Hull, Williams and Griffiths (2013) found in their study that certain
factors in the flow experience, namely the perceptions of time being altered during play
was in fact significant in predicting addiction. It is not entirely clear what the interaction
7
between the flow state and video gaming addiction is and studies are conflicted on the
directly related to observing others within the context of social interactions, experiences,
and outside media influences. This theory was advanced by Albert Bandura as an
extension of his social learning theory. The theory states that when people observe a
model performing a behavior and the consequences of that behavior, they remember
the sequence of events and use this information to guide subsequent behaviors.
Observing a model can also prompt the viewer to engage in behavior they already
learned. In other words, people do not learn new behaviors solely by trying them and
either succeeding or failing, but rather, the survival of humanity is dependent upon the
punished for their behavior and the outcome of the behavior, the observer may choose
to replicate behavior modeled. Media provides models for a vast array of people in
Research Hypothesis
Ho: There is no significant relationship between mobile gaming and student’s social
behavior.
8
CHAPTER 2
The Internet is no longer a matter of choice; it has simply become a need and a
key to a successful future of children and adolescents. All children should have access
to this technology, but they need to be taught to use it properly and safely. It is the task
of adults, especially parents and teachers, to teach children medial literacy and
criticality when receiving information offered on the Internet. The duty of adults is to
warn children and adolescents about all the consequences that can occur while using
the Internet irresponsibly. It is known that, along with the many useful, educational and
fun contents on the Internet, there are contents that are inappropriate and potentially
dangerous to children and adolescents. Since the fact is that the forbidden fruit is the
sweetest, it is exactly the bad content that gets a lot of attention from adolescents and it
is obligatory that they are always encouraged to behave responsibly, both in the real
Game is one of the greatest technology in our industry right now. Developer can
get so many advantages, but game addiction certainly is a bad addict and still be the
mysterious problem. It can make parents worry about their child. Game addiction can
attack anyone, no matter teens or adult, but the most are kids (Arifin n.d.). The
statistical study of Lenhart et al (2008) stated that fully 97% of teens ages 12-17 play
computer, web, portable, or console games. Fully 99% of boys and 94% of girls play
video games. Younger teen boys are the most likely to play games, followed by younger
girls and older boys. Older girls are the least “enthusiastic” players of video games,
9
though more than half of them play. Some 65% of daily gamers are male; 35% are
female. For most teens, gaming is a social activity and a major component of their
overall social experience. Teens play games in a variety of ways, including with others
in person, with others online, and by themselves. Although most teens play games by
themselves at least occasionally, just one-quarter (24%) of teens only play games
alone, and the remaining three-quarters of teens play games with others at least some
of the time.
According to Sormunin & Miettinen (2017) using a mobile game for children has
a clear advantage for several reasons. First, the majority of the children were familiar
with mobile devices, especially with mobile phones, and they were interested in using
them in their free time. Compared to other situations, in which paper questionnaires are
given to children each day, using a mobile devices is presumably much more intriguing.
Second, the children normally carried their device with them, and therefore, they were
able to play the game during the day in their everyday environments. Therefore, they
did not have to go to a different setting to fill in the questionnaire, and their parents and
school teachers did not have to be involved at all. This gave the children autonomy in
relation to their own time. Third, the game application motivated children to play the
game daily even we did not consider it very motivating. Electronically taking photos,
writing up one’s own activities, and choosing the “correct” choice on multiple-choice
questions was experienced as fun. Video games increase your kid’s self-confidence and
adjustable. As a beginner, your kid begins at the easy level and by constant practicing
10
and slowly building skills, he becomes confident in handling more difficult challenges.
Since the cost of failure is lower, he does not fear making mistakes. He takes more risks
and explores more. Your kid can transfer this attitude to real life. However, video
games may also have bad effects on some children’s health, including obesity, video-
induced seizures, and postural, muscular and skeletal disorders, such as tendonitis,
nerve compression, carpal tunnel syndrome. When playing online, your kid can pick up
bad language and behavior from other people, and may make your kid vulnerable to
mental consequences. Because of this many workplaces are restricting worker access
to Web sites that host computer games. However, many studies now show that playing
computer games can in fact have positive side effects, particularly in the area of
cognitive health (Anastatsia & Chaplin, 2005). Playing online video games is a powerful
social experience. Because playing online games often requires competing against
other players and also cooperating with those in the same team, interpersonal
gaming refers to video games played over a computer network (PEÑA, 2016).
According to Dumrique & Castillo (2018) playing On-Line Games results to a positive
effect in the social behavior of the respondents. Even if the respondents play online
games still the personal interaction with others are not affected. They still do have their
11
Castillo & Dumrique (2018) stated that the Academic Performance of the
respondents is not affected even if they play online games. Their grades are still good
enough even if they spent time for playing. To sum up with the result, the respondents
have a good academic performance despite their involvement in playing online games.
In contrary too much video game playing makes your kid socially isolated. Also, he may
spend less time in other activities such as doing homework, reading, sports, and
interacting with the family and friends (Raise Smart Kid nd). Therefore video games can
affect our academic performances. As Salimi (2016) stated students using war or sport
computer games daily or each day alternatively had high scores in math compared to
the students not using computer games or those using only at summers. Based on the
computer games on the other hand, apply the facilities of these games to teach basic
skills in learning math. Addition to this students who never played online video games
can be considered outdated and cowards. Then they will exiled from peer association.
When students see their peer playing online video games, they become interested
because the thrill, excitement and audio-visual presented in online video game
(Eskasasnanda, 2017). It indicates that mobile learning games have the potential to
bring about affective as well as cognitive learning outcomes. MLGs can help to increase
the motivation to engage in learning activities. With regard to “hard learning” (Schwabe
and Göth, 2005) though, empirical evidence is fragmented. In general, the empirical
evidence in the literature we reviewed was inconsistent in terms of study design and
terminology. The diverse studies had different settings with regard to the statistical base
12
(dependent/independent variables) and the research methods they applied, as they
addressed various research interests. Still, some verifiable effects are in existence
(Schmitz, Klemke & Specht, 2012). Lemmens, Peter, & Valkenburg (2010) also stated
boys. The finding that pathological gaming only affects physical aggression among boys
does not diminish its importance because adolescent boys are generally the most
involvement. However, Ventura, Shute, & Zhao, (2013) said that playing video games is
considering there is still a stigma that playing video games can lead to poor academic
performance. Also Weaver, Kim, Metzer & Szendrey (2013) indicates that higher video
Gamers often want to be the best at the game. In order to grow in the game, they
need to play, especially in quest type of games, where there is a shared activity, they
hunt together for items together and it can take several hours to complete one quest.
Gamers who become hooked become obsessed with the need to be the best at the
game. They want to feel powerful and recognized by other players and in order to do
this they must spend time in the game. With that said, they continue to use the game
despite consequences it may be causing in their lives. Among adolescents, they may
fail out of school, lose a scholarship, break up with girlfriend or boyfriend, and ignore
their basic hygiene just to be online. Among adults, they may lose a job, lose a
13
relationship or their marriage may be tittering on divorce, but they remain loyal to the
game (Young, 2009). Video game effects are complex and are better understood in
terms of multiple dimensions than a good or bad dichotomy. Video games are at the
adolescents (Prot et al 2014). Gaming addiction could drastically increase body weight
abnormally due to poor eating habits, which can be dangerous. Socially it hindered the
development of their social skills and can also ruin the relationship with family, friends
All gaming addicts admitted that their academic careers had been suffered
significantly since they started playing (Wang, & Zhu, 2011). Overall, the studies
indicate that Internet and gaming addiction is associated with both changes in function
as well as structure of the brain. Therefore, not only does this behavioral addiction
addictions, but it appears to lead to neuro-adaptation in such a way that the brain itself
gaming (Kuss, & Griffiths, 2012). They also stated that Measurements of increased
glutamatergic and electrical activity give insight into brain functioning, whereas
structure. It has been shown that each of these undergoes significant changes as a
using the Internet and playing online games will promote future research and will pave
14
the way for the development of addiction treatment approaches. In terms of clinical
Internet and gaming addiction is essential for the development of specific and effective
gaming addiction specifically on the level of biochemistry and neuro circuitry, as well as
behavioral patterns.
industry creating an important new source of revenue and gamers. Hence, more lifelike
agents are necessary for this new industry which will continue to grow (Raouzaiou,
Karpouzis, & Kollias, 2003). According to Rudd (2013) Gaming in MMORPG‘s could do
with a lot more work to allow for casual gamers to have access in a manner that would
stop creating conflict within a home environment, perhaps the ability for a parent to
create gaming schedules on the Battle.net website via an update to it. In the present we
study found that about half of all adolescents were playing MMORPGs, gaming online
was three times more common among boys than girls, and boys also spent more time
playing than girls did. The highest proportions of individuals who played for more than
five hours a day on weekdays or weekends were found among those aged 15–16 years.
Our results show that boys and girls also game for various reasons, which is in line with
earlier findings that girls play MMORPGs mostly to pass the time whereas boys play to
pursue feelings of achievements (Hellström, nd). The social aspect of the game is a
very addictive part of the game with being able to always find a ―guild‖ that is of similar
15
strength, ability and direction as the young person themselves so thus will keep the
player coming back to even chat to virtual friends within the game. Helena, Griffiths,
(2007) indicates that MMORPGs can be extremely social games, with high percentages
of gamers making life-long friends and even partners. As well as making good friends
online, 81% of gamers play with real-life friends and family, suggesting that MMORPGs
are by no means an asocial activity, nor are the players socially introverted. The virtual
world that these games offer allows players to express themselves in ways they may
not feel comfortable doing in real life because of their appearance, gender, sexuality,
age, or other factors. They also offer a place where teamwork, encouragement, and fun
can be experienced. Although the headlines of the effects of online video gaming have
been sensational, there is inconclusive evidence to support that regular game play of
MMOGs causes negative effects to the physical or psychosocial health of the player.
The evidence suggests that online game play involving MMOGs in itself appears to
playing have been shown to be detrimental, and more systematic research into video
gaming addiction, treatments, and interventions is needed ( Sublette, & Mullan, (2012).
Therefore, MMORPG users have a tendency to spend many more hours devoted to
their game and find the social aspects of the in-game world more pleasant and
satisfying than what occurs in the real world (Hastings & Brian, 2005).
16
Chapter 3
METHODOLOGY
Research Design
relationship between the two variables was tested. These variables are mobile gaming
that is selected based on characteristics of a population and the objective of the study.
where subjects are hard to locate. This type of sampling technique works like chain
referral. After observing the initial subject, the researcher asks for assistance from the
subject to help identify people with a similar trait of interest. From among the mobile
gaming addicted students 100 students will be selected. This group of students will be
given a questionnaire.
17
The Instruments
This study made use of one research instrument and it is research questionnaire
to provide data on the variable being studied. A validated questionnaire was used to
determine the respondent status of gaming habits. To measure the student’s behavior in
class, the researcher also used a validated questionnaire. This instrument is further
questionnaire is to assess the respondent level of Gaming habits, frequency of use, and
mode of use. It was developed and tested for validity and reliability by Demetrovics
(2012), et al. for their research on The Development of the Problematic Online Gaming.
Aside from being recent, the researchers have decided to use the instruments because
determine the social behavior of students. It was developed and tested for validity and
reliability by Keisha L. Iverson-Louwagie for her research “The Effect That Participation
in the S.M.A.R.T. Program has on Student Social Behaviors and Academic Scores”.
Aside from being recent, the researchers have decided to use the instruments because
18
The researcher used an instrument to measure the mobile gaming habits and
approval to conduct our survey to the principal of Tulunan National High School to. After
their class with permission from the teacher and the note of approval of the principal
with 100 of total respondents from grade 9 to senior high school student was done. The
questionnaire were retrieved same day as they are given to ensure higher return
percentage of questionnaire.
To answer the following questions presented under the statement of the problem,
Percentage was used to present and analyze data regarding the demographic
19
1.81-2.60 - Seldom
1.00- 1.80- Never
The person Product Moment Correlation Coefficient will be used to determine the
degree of relationship between mobile gaming habits and students behavior. The
20
Chapter 4
RQ1: What is the Socio-demographic status of respondents in terms of sex and age?
Table 1 below shows that in total of 100 respondents 74 (74%) are male and the
Age distribution were as follows: 7% of the respondents ages 13-14 years of age
while 67% are in the age of 15-16 and 22% are at the age of 17-18 and the remaining
Sex
Male 74 74%
Female 26 26%
TOTAL 100 100%
Age
13-14 years old 7 7%
15-16 years old 67 67%
17-18 years old 22 22%
19-above years old 4 4%
TOTAL 100 100%
RQ2. What is the level of social behavior of respondents in terms of the sub-variables:
extrovert, reflective?
21
Table 2 below shows the level of social behavior of respondents in terms of sub-
have an overall mean of 3.53 which falls under the description frequently.
Table 2 Summary
Descriptive of
Respondents
Social Behavior
LEGEND:
Scale Verbal Description Interpretation
22
RQ3. What is the level of mobile gaming habits of respondents?
Table 3 below shows the level of mobile gaming habits of respondents. Their
responses varied in every specific question but as a whole their mobile gaming habits
has an overall mean of 2.97 which falls under the description of sometimes.
23
How often do you think about
getting professional help to
2.90 1.02 Sometimes
reduce your time spent
gaming?
How often do you try to keep
the amount of time you spent
2.79 1.09 Sometimes
on gaming secret from people
around you?
How often do you lose track of
2.93 1.15 Sometimes
time when gaming?
How often do you play longer
3.23 1.04 Sometimes
than originally planned?
How often do you feel time
3.03 1.13 Sometimes
stops while gaming?
How often are you so
immersed in gaming that you 2.81 1.28 Sometimes
forget to eat?
How often do you play games
3.00 1.27 Sometimes
when you should be sleeping?
How often do you think to
yourself ‘‘just a few minutes 3.27 1.32 Sometimes
more and then I’ll stop’’?
How often do you fail to meet
up with a friend because you 2.83 1.19 Sometimes
were gaming?
How often do you neglect
other activities because you 2.97 1.09 Sometimes
would rather game?
How often do you choose
gaming over going out with 2.86 1.25 Sometimes
someone?
How often do you lose
concentration on other tasks
3.05 1.19 Sometimes
because you are preoccupied
with gaming?
How often do you argue with
your parents and/or your 2.78 1.17 Sometimes
partner because of gaming?
24
How often do the people
around you complain that you 2.89 1.21 Sometimes
are gaming too much?
How often do you get restless
or irritable if you are unable to 2.87 1.12 Sometimes
play games for a few days?
How often do you feel
depressed or irritable when
not gaming only for these 2.80 1.31 Sometimes
feelings to disappear when
you start playing?
How often do you get irritable,
restless or anxious when you
2.63 1.16 Sometimes
cannot play games as much
as you want?
Grand mean 2.97 Sometimes
LEGEND:
RQ4. Is there a significant relationship between social behavior and mobile gaming
habits?
Significant at 5% level
26
Chapter 5
CONCLUSIONS
1.) The dominant players of mobile games are male with 74% and the remaining
extrovert, reflective has an overall mean of 3.53 which falls under the description
frequently.
3.) The level of mobile gaming habits of respondents. Their responses varied in
every specific question but as a whole their mobile gaming habits has an overall
4.) As a whole, 16.7% of the variability in the respondents’ mobile gaming habits can
be explained by their social behavior and the remaining 83.3% can be attributed
to other variables.
5.) Among the variables used in the study, reflective social behavior of respondents
is the best significant predictor of the dependent variable mobile gaming habits.
6.) As a researcher we conclude that students’ social behavior has a great impact to
the mobile gaming habits of respondents and the best predictor of it is the
reflective behavior.
27
RECOMMENDATIONS
1.) For the teachers, it is recommended that they must introduce a new style of
teaching and include more group activity in their lesson, so that students’
2.) For the parents, it is recommended that they must control their children’s habits
of using gadgets and reduced their playing time to focus on their studies.
3.) For the future researchers, it is recommended that they must focus on some
4.) For the students, it is recommended that they should control and limit their
28
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