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Cheche Research

The document discusses several research studies on the impact of online and digital games. One study analyzed 77 articles on the influence of digital games on non-traditional college students' educational achievement. Another study looked at how games and simulations can help achieve learning objectives in higher education. A third study found that students initially play online videos games to relieve fatigue from class but later get addicted and have difficulty stopping.
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0% found this document useful (0 votes)
63 views3 pages

Cheche Research

The document discusses several research studies on the impact of online and digital games. One study analyzed 77 articles on the influence of digital games on non-traditional college students' educational achievement. Another study looked at how games and simulations can help achieve learning objectives in higher education. A third study found that students initially play online videos games to relieve fatigue from class but later get addicted and have difficulty stopping.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

International Literature

Patrick E. Turner, Elizabeth Johnston, Mansureh Kebritchi, Sally Evans &

David A. Heflich (2018). Little analysis literature exists that explores the influence of

digital game based mostly Learning on the educational accomplishment of non-

traditional collegian students. An in-depth literature review of seventy-seven articles was

conducted mistreatment the procedure developed In Cooper’s Taxonomy (1998) for

analyzing and synthesizing literature. Cooper’s System concerned (a) formulating the

matter, (b) grouping information, (c) evaluating information appropriateness, (d)

analyzing and decoding relevant information, and (e) organizing and presenting the

results.

Dimitrios Vlachopoulos and Agoritsa Makri (2017). The focus of upper

education establishments is that the preparation of future professionals. To attain this

aim, innovative teaching ways square measure usually deployed, as well as games and

simulations, that kind the topic of this paper. 2 researchers collaborate to use a

qualitative methodology, secret writing and synthesizing the results victimization multiple

criteria. The most objective is to review the impact of games and simulations with

respect to achieving specific learning objectives. Such proof additionally provides

potential choices and pathways for future analysis.

Dewa Putu Eskasasnanda (2017). Science and technology development

causes loads of changes in any fields as well as the shape of widespread games

among the Junior and secondary school college students in land. This study reveal that

students play video games online because of peers’ pressure; and on-line video games

area unit liked as a result of they are thought of a lot of trendies, practical, realistic and
varied. Initially, students play on-line video games to alleviate the fatigue because of

finding out in class, however later, they're turning into confirmed, and reach a condition

that they realize it tough to prevent enjoying games. This condition can directly have an

effect on their action in class.

Prof. Pranita Vishal Yerankar, Dr. Abhijeet Kaiwaden (2020). With the speedy

development of mobile games and also the roaring growth of market size, mobile game

addiction is changing into a public concern. Hence, supported analysis done up to now

alongside 2 salient options of mobile games (e.g., hedonistic and sociality), a look

model is developed to look at the antecedents of mobile game addiction. Therefore, the

aim of this text is to explore the antecedents of mobile game addiction by considering

the hedonistic and social nature of mobile games. On the opposite hand, some players

won't relish mobile games however still keep taking part in to sustain social relationship

or gaining social presence.

Aswathy.V&Devika.E, Girish.S (2019). People area unit exploitation the most

recent technologies for data and recreation that area unit providing wide rages of

advantages to human community. Some individuals take into account on-line diversion

as a mode of recreation. During this generation with the event of mobile trade and

network trade has helped within the growth of online diversion trade. Online diversion is

additionally used as a tool to flee from stress in life. Therefore, our study is finished to

see whether or not there's any impact of on-line diversion and its addiction among youth

in Kerala.
Local Literature

Kurt Garcia1, Nelson Jarabe1, Jessie Paragas (2018). This paper tried to

review the negative effects of on-line games on students’ tutorial performance. The

preponderantly male player’s most popular multi-player on-line games and that they

spent a mean two.14 hours every day and four.45 days per week in enjoying. supported

the findings of the study, the researchers counselled that oldster ought to do one thing

in limiting their children’s fondness in online games which pc search homeowners ought

to proscribe students from enjoying online games throughout category hours.

Pajarillo-Aquino (2019). The advent and development of technology brings

several things which can either ease or create lifetime of folks harder and complex.

Online gambling may be a technology in its place of a genre; a mechanism for

connecting players laterally instead of a selected pattern of game play. Online games

square measure finished some style of network, currently generally on the web. On the

premise outcomes of this study, it is terminated that enjoying on-line games has no

important distinction between tutorial the tutorial the educational} performances of the

respondents for they still excelled in their category as disclosed by their academic

grades.

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