Background: The method used in this study is the PRISMA method. The literature used is in the time span between 2018 to 2021. The data used is obtained from Google Scholar using the keywords are ...online games, youth, health impacts due to playing online games.
Objective: what are the causal factors and health impacts caused by playing online games on teenagers.
Methods: The method used in this study is the PRISMA method. The literature used is in the time span between 2018 to 2021. The data used is obtained from Google Scholar using the keywords are online games, youth, health impacts due to playing online games.
Results: The results of the articles that have been filtered are 55 articles to be analyzed and reviewed, then re-selected so that they become ten articles that meet the inclusion criteria.
Conclusions: Playing online games for too long will have a negative impact on the body such as obesity, eye pain, brain disorders, back pain and joint pain
This book takes a multidisciplinary approach to the question of esports and their role in society. A diverse group of authors tackle the impact of esports and the ways in which it has grown within ...the entertainment industry around the world. Chapters offer a coherent response to the following questions: What role do esports play in the entertainment industry? What communication skills can be learned through esports? What do the media gain from broadcasting esports? What is the relationship between social networks and esports? What are the main marketing strategies used in esports? What effect does communicative globalization have on the development of esports? What is the relationship between merchandising and esports? What do communication experts think about esports? Offering clear insights into this rapidly developing area, this volume will be of great interest to scholars, students, and anyone working in game studies, new media, leisure, sport studies, communication studies, transmedia literacy, and digital culture.
The development of information technology is very fast, many benefits are obtained from the development of this technology. One of the benefits of technological developments is the existence of ...online Game entertainment facilities. This online Game can have an impact on the language acquisition of elementary school children. This study aims to describe the acquisition of language in grade 4 elementary school children aged 9-11 through semantic studies, namely the study of the meaning of a verb, adjective, or noun. The data source comes from the subject to be studied. This research method uses a qualitative approach. Data collection was carried out using five methods, namely observation, observation, notes, interviews, and questionnaires. The results of this study are that online Games can affect the language acquisition of children aged 9-11 years at SDIT Ibnu Mas'ud, Ambarawa District, marked by an increasingly widespread acquisition of words that are absorbed through online Games, such as verbs (victory, booyah, defeat, login, kill, mabar, drift, survival, by one, ngemoti, push), adjectives (perfect, hockey, noob, idiot, bot, asu, op, good at) and nouns (skin, turret, inventory, tournament) which they apply in everyday language
Purpose/significance From the perspective of SOR, this paper explores the causes of the discontinuance intention of mobile online games, expands the research field of discontinuance theory, and ...provides some advice for the maintenance in mobile game users. Method/process Based on the SOR model, this paper constructed a model of the influencing factors of mobile online game discontinuance intention. 251 valid data were collected by online questionnaire and analyzed with SPSS and SmartPLS, and an empirical test on the model were conducted. Result/conclusion Information overload, game quality and switching cost have a significant positive impact on emotional exhaustion, while social overload has no significant effect on emotional exhaustion, emotional exhaustion has a significant positive impact on discontinuance intention.
•New scale developed for motivations to play video games.•Validated using a North American MOBA and a Chinese MMO.•Validated using both survey and server-side behavioral measures.
While many video ...game researchers have built scales to tackle the motivations that people have for playing video games, these scales are often limited by their focus on specific game genres or player cultures as well as their lack of behavioral validation. The present research offers a new scale for player motivations and then examines its validity across two distinct gaming genres and cultures, drawing from server-side data combined with survey data of 18,627 players of the Multiplayer Online Battle Arena League of Legends and 18,819 players of the Chinese Massively Multiplayer Online Game Chevalier’s Romance Online 3. Six types of player motivations were found: socializer, completionist, competitor, escapist, story-driven, and smarty-pants. Consistent with previous research on player motivations, this typology offers new insights into why people play video games and how player motivations can be used to infer players’ in-game behaviors.
Full text
Available for:
GEOZS, IJS, IMTLJ, KILJ, KISLJ, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UL, UM, UPCLJ, UPUK
Abstract :This research was conducted against the background of the impact on students playing the online game sakura school simulator on changes in social behavior imitating elementary school ...students. The purpose of this study was to determine the impact of students playing the online game sakura school simulator on the social behavior of imitating students at Madarasah Ibtidaiyah. This study uses qualitative methods with case study instruments, collecting data from online game players through direct observation, interviews and documentation. Based on the results of the study, it was concluded that playing the online game sakura school simulator had an impact on imitating social behavior in students. Children are very easy to imitate or imitate a model that is found and desired to be imitated. The results of imitating the online game sakura school simulator can be shown directly or in the future. The procedures carried out in the imitation process include (1) the process of paying attention, (2) the process of remembering, (3) motor reproduction, and (4) the reinforcement and motivational process. Keywords: online games, imitating social behavior
Language learning, particularly vocabulary development, is crucial in mastering English as a foreign language. However, teaching vocabulary effectively can be challenging, and traditional methods ...like memorization may not always be engaging for students. The study aims to explore the impact of using popular online games, such as Mobile Legends, PUBG Mobile, League of Legends, and Minecraft on students' vocabulary mastery. A qualitative research design was employed, involving structured interviews and focus group discussions with eight students from a senior high school in Jakarta. The findings revealed that online games provided an immersive and enjoyable environment for vocabulary enrichment, offering both direct and indirect opportunities to encounter new words and phrases. The study demonstrated that online games could positively influence students' motivation and interest in learning English vocabulary, resulting in improvements in their language skills. It is then suggested that students should practice using English by utilizing online games relevant to the promotion of their English vocabulary mastery.