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considered more addictive than other gaming genres (e.g., Dauriat et al., 2011; Kuss,
Louws, & Wiers, 2012), but these are the games that are usually played on PCs or gaming
consoles rather than on smartphones. Therefore, the evidence regarding the addictive
cultures, and no scale assesses this type of content, and therefore further studies are
required.
However, a recent study observed while depression and anxiety initially positively
correlated with addictive technology use proneness, depression (positively) and anxiety
to preexisting life stress in the framework of the stress-coping theory (Snodgrass et al.,
2014).
Based on the study of Kebritchi (2010) poses the concern that games are becoming
such innovative learning tools that teachers may conclude that they don’t need to lecture,
and instead they may “rely on the game and use it as a teaching replacement and not as a
supplement”. It is important to remember that games are supplement teaching tools and