You are on page 1of 9

Title and Citation Purpose Variable Theory Methods Results

Title: Effects of The purpose Independent: The recent Qualitative The result of
Online Games in of this study Academic inclusion of Research the study
Academic is to Performance Internet Descriptive showed that
Performance Among determine Dependent: Gaming design online
Senior High School in the Online Games Disorder gaming have
Mount Carmel implication (IGD) In effect to
School of Maria of online section 3 academic
Aurora gaming to (“Emerging performance
Authors: Pauline the students. Measures of Senior
Denise V., Rodica & It has an aim and High School
Hanes Andrew to find out Models”) of students of
o.Talania online games the fifth MCSMA.
Published on: affect edition of Study
October 14, 2019 students the revealed
RRL: In Finland, the intellectual Diagnostic that online
effects of capacity in and gaming has
problematic game relation to Statistical a huge
playing on players their Manual of impact
health are still academic Mental among then
largely unexplored. performance Disorders regarding on
Considering the . (DSM-5; their
increased American academic
prevalence of online Psychiatric performance
gaming, this study Association which lead
aimed to identify the 2013) them to
problematic gaming appears to poor or low
behavior among have grades and
finish adolescent increased physical
and young adults, the interest distress as
and evaluate its of well.
connection to a researchers
variety of in the
psychological development
symptoms. In this of new
paper we consider standard
problematic gaming psychometric
behavior in tools for the
accordance with the assessment
recent framework of various
that sees it as “A online
continuum state addiction.
which can range
from a normal to
severe condition”.
(Griffiths et al.,
2015).
Title and Citation Purposes Variable Theory Methods Results
Title: Factors The purpose Independent It was Qualitative The results
Impacting Online of this study : hypothesized research shows that
Gaming Addiction was to Online that there is a
on Mental Health investigate gaming engagement statistically
of Adolescents the factors addiction in online significant
Studying in the impacting Dependent: gaming relationship
Context of Kadachi online Impact to the (referring to between
Authors: Sadia gaming Mental electronic internet
Shaheen & Saina addiction on health of game playing gaming
Masoon Ali mental Adolescents over a addiction
health computer scores and
Published on: June including network) has emotional
2022 emotional, impacts on well being (r-
psychological the overall 103). As there
RRL: The present and social mental health is a moderate
state of well being well being of of these negative
of these adolescents adolescents. correlation
adolescents is from five between
inevitable to be secondary internet
explored so that schools of gaming
the that due karachi addiction
measures can be Pakistan. scores and
taken in time. At scores on
the same title, emotional
literature also well being
brings an items, so the
affirmative pictures increase in
of these online internet
games. (Ferguson, gaming
2010, Damrique & addiction
Castillo, 2018). scores, brings
Gaming has also a emotional
been proved well being.
supportive in
student learning as
it stimulates
students
engagement in real
life observation
skills(Hwang &
Chen, 2017).
Title and Citation Purpose Variable Theory Methods Result
Title: The Effects of The main Independent: Game Qualitative Based on the
Online Games on purpose of academic theory is the research answers of the
Academic this study is performance study of respondents
Performance in the to give Dependent: human and the study,
class of the attention to online games conflict and online games
selected Grade 11 the student cooperation really affect
students of PNTC who are within a the academic
College addicted in competitive performances
Dasmarinas online games situation. In that will lead
and change some to poor
Authors: joemari their mind respects, academic
cordon, Danzhel set that game theory performances
Alcober, Jewel online games is the of the
Fortez, Ryan James of the reason science of students.
Dino, Kyle Allen why their strategy, or
Pingol, Denniel academic at least the
kyle Dominguez, & performances optimal
Cedric De Roxas. are affected. decision
making of
RRL: According to independent
Robinson (2016) and
that the online competing
gaming is one of actors in
the widely used strategic
leisure activities by setting.
many people.
Teenagers who are
playing these
online games said
that they are
playing these
games just for fun,
to keep away from
the heat of the
sun, without
knowing that there
are a lot of effects
of playing these
games that are
more than what
they think.
Title and Citation Purposes Variable Theory Methods Results
Title: The Impact of The purpose Online Game The theory Qualitative In sum, the
Online Gaming of this study Addiction explains that Research results show a
Addiction on is to identify Effect people significantly
Mental Health the impact of Mental acquire low level of
among IIUM online health knowledge addiction
Students gaming by just among the
Authors: Nur addiction on observing respondents.
Shazreen Zul Kamal the mental other, for The findings
& Saodah Wokwok health of instance, by show that the
IIUM observing most popular
RRL: Kamal, N.S.Z. students. the skills, type of online
& Wok S. (2020). beliefs, game is player
The impact of strategy, unknown’s
online gaming rules, and battle
addiction on attitudes of grounds,
mental health others. followed by
among IIUM mobile
students. legends(ML),
International call of
journal of heritage, duty( CODM),
and multimedia. defense of the
ancient(DOTA)
and free fire.
Title and Citation Purposes Variable Theory Methods Results
Title: Online The purpose Independent: Basic Qualitative Table 1 shows
Gaming Addiction of this study Basic psychological research the
and basic is to psychological needs theory correlations
Psychological needs investigate needs among focuses on the between all
among the adolescents satisfaction the main
adolescents; The individuals Dependent: and frustration variables in
mediating roles of whose basic Online game of the study
meaning in life and needs are addiction psychological (basic
responsibility naturally needs and psychological
Authors: Alican satisfied are argues that need
Kaya, Nuri Turk, much less these needs (autonomy,
Hasan Batmaz & dependent in significantly competence,
Mark D. Griggiths their impact relatedness),
Date of publication: environment individuals online gaming
December 15, 2022 and more psychological addiction,
RRL: Technological autonomous. health and well responsibility,
addiction have being (Ryan & and meaning
become an area of Deci, 2000). in life).
increasing research Pearson
interest and are correlations
conceptualized as that all
non chemical (i.e., variables were
behavioral) significantly
addictions (Kuss & (albeit
Billieux, 2017). moderately
and weakly )
related.
Title and Citation Purposes Variable Theory Methods Results
Title:Loyalty toward The purpose Independent: Online mobile Quantitative The results
online games, of this study loyalty of games generate research demonstrated
gaming addiction and is to online games revenue Descriptive that online
purchase intention investigate Dependent: through a mobile games
towards online loyalty of gaming number of addiction
mobile in games gaming addiction different ways, shared a
Authors: Janarthanan addiction in arguably, the significant
Balakrishnan & Mark relation to most important positive
D. Griffiths the purchase stream of game relationship
Date of publication: of in game developers with online
October 2018 apps. revenue is mobile game
RRL: Game through mobile loyalty.
developers tend to in game
focus on these purchases.
whales to generate
higher revenue
through in game
purchases. It has
been estimated that
mobile app store
revenue will amount
to $69.7 billion by
end of
2020(Statistica,
2016).
Title and Citation Purposes Variable Method Theory Results
Title: Critical Acclaim The purposes Independent: Quantitative Although The result
and Commercial of this study is critical and there is a reveal that the
Success in Mobile to investigate acclaim and Qualitative. dearth of relationship
free to play games the commercial Correlation academic between
Authors: Kati Alka, relationship success research on review ratings
Elina Koskinen, between Dependent: the and
Janne Paavilainen, critical mobile free connection profitability is
Juha Hamari acclaim and to play of review even more
Date of publication: and games scores to problematic in
2016 commercial consumer mobile free to
RRL: The game success in behavior in play games
industry has grown mobile free to the area of than in many
significantly during play games games, the other game
the last years and via a mixed connection categories.
continued to spread method has been
to various new study. studied with
platforms. (Siwek other
2014). median
content,
especially in
film studies.
Title and Citation Purposes Variable Method Theory Results
Title: An The purpose Independent: Qualitative Internet use In this study,
Investigation Of High of this study is game research has become 131 students
School Game to investigate addiction Descriptive one of the were selected
Addiction With high school Dependent: research most using the
Respect To Gender students respect to design important personal
Author: Ece Emre online game gender habits of computer
Muezzin addiction with our daily criteria. It was
Date of publication: respect to lives. applied tp the
July 2015 gender. Previously, high school
RRL: According to obtaining students.
Hyun (2015) there information
are risks factors such from a
as sex and age, resource
cognitive factors, was a great
psychopathological problem.
conditions such as
attention deficit
hyperactivity
disorder (ADHD),
depression, anxiety,
impulsivity and social
interaction such as
family environment,
social anxiety, self
esteem which are
associated with
online game
addiction.
Title and citation Purposes Variable Method Theory Results
Title: Online Game The purpose of Dependent: Quantitative Online game The results
Addiction on High this study is to Online Game Research addiction is a showed that
School Students in help students Addiction Cluster maladaptive the average
Central Java formulate Independent sampling psychological level of
Authors: Mayang & more potential : High school state that online game
Mulawarman activities in Students in depends on addiction
supporting Central Java online gaming owned by
RRL: The results of students which is students was
the study show academic and manifested in the
that the majority of social through medium
activities carried development. obsessive- category.
out by adolescents compulsive
via the internet are patterns of
playing games, the seeking and
rest is done by using behavior
internet users at the expense
using social media, of other
streaming videos, important
browsing, to activities.
shopping online
(Yosephine,
Lesmana, 2020).

You might also like