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ABSTRACT
5G technology has received a lot of attention lately thanks to increased connections, synchronization between
devices, better speed and higher bandwidth. But it still presents challenges, such as infrastructure and data
security. On the other hand, we live in an era where being connected to the Internet seems intrinsic in our
lives, the future says that "the Internet of things" will be present even in devices that we would never have
imagined, and in the use of video games there are fewer and fewer titles that do not make use of the network
in one way or another. This research aims to determine the state of the art on recent studies and provides an
overview that relates 5G technology and Online Videogames, and will help to close existing gaps and direct
future research. The Systematic Literature Review (SLR) located 9032 papers from major digital libraries
such as: Scopus, Wiley Online Library, ARDI, Taylor & Francis Online, ERIC, ProQuest, ACM, Google
Scholar and Springer. The research has allowed us to identify clusters of papers whose Conclusions and
Discussions are Objective, Bibliometric Networks of Keywords, named entities (NER) that are most
frequently presented in the Abstracts and the most cited topics in the experimental research reviewed on the
subject. After a detailed review process, only 70 papers were considered according to the defined inclusion
and exclusion criteria.
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impact on the use of impact on the use of OR “game console”) AND (online OR on-
Online Video Games? Online Video Games line OR connected)
Table 3: Information sources and search equations. At the end of the search, a number of papers
Source Search equation were obtained for each source, shown in Figure 2.
Scopus (ALL ((“5G technology” OR 5g OR "5G
networks" ) ) AND ALL ( ( "video Wiley Taylor &
Scopus ARDI
game" OR "computer (n=147)
Online
(n= 226)
Francis Online
Library (n= 10)
game" OR "electronic game" OR "game
console" ) ) AND ALL ( ( online OR on-
line OR connected ) ) )
Wiley (“5G technology” OR 5G OR “5G
Online networks”) anywhere and "(“video game”
Library OR “computer game” OR “electronic Google
Number of
Springer
relevant
game” OR “game Scholar sources Link
console”)" anywhere and "(online OR on- (n= 1 (N= 9 032) (n=403)
830)
line OR connected)" anywhere
ARDI (("5G technology" OR 5G OR "5G
networks")) AND (("video game" OR
"computer game" OR "electronic game"
ACM Digital ProQue
OR "game console")) AND ((online OR on- ERIC
Library st
line OR connected)) (n= 15)
(n= 34) (n= 6
Taylor & [[All: "5g technology"] OR [All: 5g] OR
Figure 2: Number of Relevant Sources
Francis [All: "5g networks"]] AND [[All: "video
Online game"] OR [All: "computer game"] OR
[All: "electronic game"] OR [All: "game 2.4 Exclusion Criteria
console"]] AND [[All: online] OR [All: on-
line] OR [All: connected]] Exclusion criteria have been defined to
ERIC (“5G technology” OR 5G OR “5G accurately assess the quality of the literature. The
networks”) AND (methodology OR method papers were reviewed for the following criteria.
OR model) AND (“video game” OR
CE1: The papers are older than 5 years.
“computer game” OR “electronic game”
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CE2: The papers are not written in the English papers included in this review paper. Quality
language. Assurance Criteria (QAs) were applied to assess the
CE3: The papers were not published in Conferences quality of the research papers according to the
OR peer-reviewed journals. established research questions. Seven QAs were
CE4: The titles and keywords of the papers are not identified. The QAs that were used to assess the
very appropriate. quality of the selected papers are:
CE5: The papers do not mention a methodology or QA1: Is the paper well organized?
model or method. QA2: Are the collection instruments referenced?
CE6: The abstract of the papers is not very relevant. QA3: Does the research have clearly described
CE7: The papers are not unique. instructions?
CE8: The full text of the paper is not available. QA4: Is the purpose of the research clearly
explained?
2.5 Study Selection QA5: Is the full text of the document available?
QA6: Is there sufficient background information in
Originally, 9032 papers were obtained the document?
based on the search performed using keywords QA7: In general, is the paper considered useful?
relevant to the study.
The selection and filtering steps used are During this stage, the quality of the 80
listed below: studies that had met the exclusion criteria was
Step1: Apply exclusion criteria to ensure assessed. To analyze the rigor, credibility and
that only relevant papers are included in this review. relevance of the studies, each study was evaluated
Step 2: Apply quality assessment to include independently according to the 7 criteria. For each
papers that give the best answers to the research paper, the full text was read and the evaluation
questions posed. criteria were applied to assess its quality.
The result of this step is 80 papers, as The primary studies as a whole (80) met
shown in Figure 3. each of the QAs.
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2.8 Synthesis of Findings or Synthesis of the identified, but with a lower percentage compared to
Data the years 2020 and 2021.
Another focus of this Figure 6 shows that in
The information extracted for research 2021 there was the highest number of publications
questions RQ1-RQ4 was tabulated and presented as about 5G Technology and its impact on Video
quantitative data that were used to develop a Games, obtaining 21.43% of the total papers.
descriptive and inferential statistical analysis of the
different findings for each research question. These
developed statistics helped to answer the research
questions RQs.
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According to the author B. Wu in his paper Cluster analysis is performed with the
"Influence of MOOC learners discussion forum purpose of finding data that maintains a certain
social interactions on online reviews of MOOC" [77] homogeneity with respect to the other data, to
the most productive year was 2020, where the impact subsequently allow the analysis of a large volume of
of the use of Online Video Games was higher, data, a natural grouping is sought based on its
compared to the other years. information, it should be said that the analysis is a
Figure 7 shows the number of papers by statistical method oriented to classify by groups the
country where it is shown that the US and China individuals that are part of the sample.
have the highest number of papers, with 13.75% and Figure 8 shows the 4 clusters according to
12.5% respectively. the polarity and objectivity of the discussions and
conclusions present in each research paper,
indicating that the papers are related to the papers in
their identified cluster. Three clusters have been
found that are characterized by their high objectivity
and low polarity, which are clusters 4 and 3.
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According to the authors J. Garcia-Arroyo For more detail, Table 4 shows the number
and A. Osca Segovia [18], a large number of papers of NERs found for each paper. The paper "Key
in their SLR mostly mention Organizations with Enabling Technologies of 5G Wireless Mobile
regard to Named Entities (NERs). Communication" [60] shows the highest number of
NERs with a total of 15.
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generated with the natural language processing tool “Evolution of Access Network Sharing and
used. Its Role in 5G Networks,” Appl. Sci., vol. 9,
no. 21, p. 4566, Oct. 2019, doi:
4. CONCLUSIONS 10.3390/app9214566.
[3] H. Al Fatta, Z. Maksom, and M. H. Zakaria,
In conclusion, this research utilizes “Game-based Learning and Gamification:
Systematic Literature Review, which is an iterative Searching for Definitions,” Int. J. Simul.
process that combines a large amount of literature on Syst. Sci. Technol., vol. 19, no. 6, pp. 41.1-
a specific topic or research questions. The goal of 41.5, Feb. 2019, doi:
SLR was to address the issues by identifying, 10.5013/IJSSST.a.19.06.41.
critically appraising, and integrating the findings of [4] P. Athanasoulis, E. Christakis, K.
all relevant individual high-quality studies that Konstantoudakis, and P. Drakoulis,
address one or more research questions. This method “Optimizing QoE and Cost in a 3D
determines how far current studies have progressed Immersive Media Platform : A
in clarifying the use and impact of 5G technology in Reinforcement Learning Approach,”.
Online Video Games through evaluation. It [5] F. Banfi, “The Evolution of Interactivity,
identifies relationships, contradictions, gaps, and Immersion and Interoperability in HBIM:
inconsistencies in the literature, and explores reasons Digital Model Uses, VR and AR for Built
for further study in the area. It also helps to formulate Cultural Heritage,” ISPRS Int. J. Geo-
general statements, develop theories, and describe Information, vol. 10, no. 10, p. 685, Oct.
directions for future research. 2021, doi: 10.3390/ijgi10100685.
A systematic literature review was [6] W. Broll, J. Ohlenburg, I. Lindt, I. Herbst,
conducted to collect, analyze, and synthesize data on and A.-K. Braun, “Meeting technology
measuring the reputation and influence of 5G challenges of pervasive augmented reality
technology on the use of Online Video Games. All games,” in Proceedings of 5th ACM
the specific objectives formulated have been SIGCOMM workshop on Network and
fulfilled, that is: to identify clusters of Papers whose system support for games - NetGames ’06,
Conclusions and Discussions are Objective, 2006, no. April, p. 28, doi:
Bibliometric Networks of Keywords, named entities 10.1145/1230040.1230097.
(NER) that are most frequently presented in the [7] E. Cero, J. Baraković Husić, and S.
Abstracts and the most cited topics in the
Baraković, “IoT’s Tiny Steps towards 5G:
experimental research reviewed on the subject.
Telco’s Perspective,” Symmetry (Basel)., vol.
This research has some limitations that
9, no. 10, p. 213, Oct. 2017, doi:
future research could address. First, it has a time
10.3390/sym9100213.
limit for the papers that were reviewed, i.e., the
[8] K. M. E. Chan, “Transformation of visual
papers were obtained between 2009 and 2021.
culture in relation to the spatial experience
However, this topic is in its early stages and
of postmodern flâneurs : the impact of
new publications will continue to appear. Therefore,
MMORGs on contemporary Chinese
future research should take into account more recent
cinema,” J. Chinese Cinemas, vol. 3, no. 1,
studies published on this topic. This will help
pp. 33–48, Jan. 2009, doi:
increase awareness of the field among practitioners
10.1386/jcc.3.1.33_1.
and researchers.
[9] A. Chia and Y. Hung, “Gamification as
Design Thinking,” Int. J. Teach. Learn.
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role-playing games,” Comput. Entertain., Forkel, “Piecewise linear detection for direct
vol. 5, no. 4, pp. 1–33, Mar. 2008, doi: superposition modulation,” Digit. Commun.
10.1145/1324198.1324207. Networks, vol. 4, no. 2, pp. 98–105, 2018,
[2] N. Afraz, F. Slyne, H. Gill, and M. Ruffini, doi: 10.1016/j.dcan.2016.11.005.
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