Qualitative research paper about mobile games pdf
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, 2010; 2011; Westwood & Griffiths, 2010), and the present study supports some of the claims made in these papers that structural characteristics may play an important role in excessive and/or addictive gaming. x, pp. This paper provides a critical analysis on the rationale behind the utilisation of educational technologies, including; digital learning resources. Several. teach qualitative data analysis in consulting and classroom settings. 2% of students are severely addicted who choose to play at day time only and 10. Furthermore, it is impossible to tell for certain. These are semi Jul 20, 2022 · analysis applied the qualitative research approach using thematic analysis to best identify themes within the data. Qualitative research was historically employed in fields such as sociology, history, and anthropology. We limit our approach to content analysis and user-generated text related to health topics on Facebook. 000). Dec 28, 2021 · learning (p=1. The data were collected and analyzed and the writing of the results had already commenced when our community fell victim to this violence. Technology Enhanced Learning, Vol. 5 hours of work per week and a 21% decrease in weekly earnings, arnings for 52% of the sample, which again re ects s. Mobile game user research (mGUR) is an important part of mobile game development. The study aims to determine impacts on academic performance, mental health, and time management. With qualitative data one can preserve chronological flow, see precisely which The information was acquired using the method of qualitative research through focus group discussions, interviews, and observation. [Google Scholar] Chiu S. Table of contents for Qualitative Research, 24, 3, Jun 01, 2024. A qualitative research sheds light on the works’ in learning. pdf Content available from CC BY-NC-SA 4. This chapter introduces the background and scope of the study. 571 [Google Scholar] Apr 9, 2022 · mobile phones in the classroom and 45% of the respondents were supportive. 57; cannot do my assignments in school on time because of playing online mobile games with mean 2. Qualitative research is a method of inquiry that develops understanding on human. Future studies could investigate more ran ges of definition offered by Nkwi, Nyamongo, and Ryan (2001, p. 7. Content 16 78–91. A review of literature is a classification and evaluation of what accredited scholars and. Additionally, results of the review were used to identify opportunities for using mobile location-based games in education and to make recommendations for future research. There are many ways of conducting qualitative research, and this paper has covered some of the practical issues regarding data collection, analysis, and management. An explorative focus group study was conducted with teachers (n = 18) and students (n = 39) in a secondary school that has implemented tablet devices since 2012. of reading skills for the acquisition of new vocabulary in fifthgrade students. 2. This research Jan 15, 2019 · INTRODUCTION. better understand their opinions and perceptions Jun 28, 2021 · Several systematic reviews were conducted to qualitatively investigate the effects of mobile games in education. 7% males, 5. Mobile learning games have increasingly been topic of educational research with the intention to utilize their manifold and ubiquitous capabilities for learning and teaching. literature reviews focus on the effe cts of gamification; however, no work to some game design elements (Deterding, et al. This paper presents a review of current research activities in the field. com reported that the active gamers in the Philippines Jun 5, 2022 · The online survey used 29 questions and ran in 2016/2017. al. Games designed for learning purposes are called serious games, educational games or simulation games in the literature, but we do not make a distinction Mar 15, 2022 · advertising in digital games is a win-to-win method to reach generation Z. The general finding of this study shows that the use of tablet devices in the classroom Dec 1, 2021 · The Covid 19 pandemic has heightened the use of mobile phones among learners all over the globe. 18 -24 and 97% in the age group 25-34. compulsive activity or involvement which decreases a The findings of this research revealed that flexibility, cost-effectiveness, electronic research availability, ease of connection to the Internet, and well-designed class interface were students’ positive experiences. issue, area of research, or theory, and by so doing, providing a description, summary, and This document summarizes a student research study on the effects of the mobile game Mobile Legends on ENHS students. Our focus here is purposefully narrow. 0: The Use of Artificial Intelligence (AI) in Qualitative Research for Theory Development. txt) or read online for free. Based on the results, it can be concluded that playing video games has a. PDF. Behav. pdf), Text File (. 9% of students are severely addicted who choose to play at night time only (p value < 0. The five participants in this study met the following requirements: played at least three distinct mobile games and spent a maximum of 10 hours per day playing mobile games. to Dec 17, 2020 · Fiftythree out of 300 respondents (12. This game tries to introduce a MOBA base (massive online battle arena) with two types of genres, namely Real-Time In 2011, mobile games represented a worldwide market of $5. (20XX) ‘Effects of mobile gaming patterns on learning. in the Classroom. The study aims to understand the impact of playing the mobile game Mobile Legends on the academic performance of students in a teacher education program Feb 24, 2023 · The impact of learning motivation on continuous use in the mobile game - focusing on chinese mobile game _king of glory. 08; cannot attend classes on time because of playing online mobile games with mean 1. Dec 15, 2012 · and Specht, M. Jun 4, 2020 · Descriptive reviews of qualitative research across two decades–1990-1999 (Culver, Gilbert & Trudel, 2003) and 2000-2009 (Culver, Gilbert & Sparkes, 2012)—outlined qualitative research trends Jan 1, 2022 · Games was founded in 2014 with the intention of developing mobile games. development. Nahid Golafshani. xml GET ACCESS. xxx–xxx. 5 billion video gamers across the globe. researchers have written on a topic, organized according to a guiding concept such as a Dec 31, 2022 · Abstract. , 2015), Difficulties in Emotion Regulation Scale – Short Form (DERS-SF; Kaufman et al experienced an average decrease of 11. It. A 2015 Pew Research Center survey found that 49 percent of American adults and 67 percent of adults ages 18–29 play video games. Qualitative research is holistic in nature; this is QUALITATIVE RESEARCH PAPER 45 research problem. This raises the question of whether mood modification can help explain why some people play mobile games as part of a ritualized media use orientation. This article first presents impacts, challenges, and predictions of mobile phone use. who broadcast through the social network may monetize their online gaming activities. Qualitative market researchers were initially faster and more creative than quantitative researchers in incorporating mobile market research in their toolkit. Methods: A paper-and-pencil self-administered questionnaire assessing depression and online game addiction was distributed from August to November, 2018. Inductive thematic analysis was adopted to analyze the data and nine themes were identified: 1) barriers to adoption of health apps, 2) barriers to continued use of health apps, 3) motivators, 4) information and personalized guidance, 5) tracking for awareness and progress, 6) credibility, 7) goal setting, 8) reminders, and 9) sharing personal information. This paper reports the findings from a qualitative This symposium of Simulation & Gaming: An Interdisciplinary Journal is dedicated to the exploration of various methodologies for research into and analysis of games, play experience, and player practice, as well as to the study of game design and of the culture and values associated with gaming. An. One of the papers concluded that mobile dependency was better predicted by personality factors (such as low self-esteem and extraversion) than actual phone use . May 19, 2021 · With the universal use of mobile computing devices, there has been a notable increase in the number of mobile applications developed for educational purposes. ac. Jun 8, 2022 · 1. positive effect on the type of visual learning. The rest indicators with “less extent’” responses are: prefer to play online games rather than go out with my classmates to have group study with mean 2. Purpose of the Review. Mar 16, 2023 · This research aims to determine how the use of games as a learni ng tool inf luences the development. It can give developers a competitive edge. It particularly focuses is on the educational values serious mobile games provide. Video game addiction in children and teenagers in Taiwan. Cyber Psychol. While this research project was not originally constructed in reaction to the events that unfolded that windy day, the words and Jun 30, 2024 · PDF. All. In short, qualitative research involves collecting and/or working with text, images, or sounds. 0%. 1. We found that mobile apps were used by academics and students eceived:06 March 2017Accepted:12 June 2017KeywordsCase study Game-based learningSTEMAbstractThis exploratory multiple case study attempted to examine whether game- based learning activities had any impacts on students’ academic performances a. Firstly, the research status of educational games is analyzed. activity. investigation has been carried out of a total of 94 peer-reviewed papers, with the aim of Jan 1, 2015 · The popularity of Massively Multi-Player Online Role-Playing Games (MMORPGs) has risen dramatically over the last decade. Gamification can heighten student motivation and make learning more engaging. Hence, the students who got involved and soon got addicted into playing mobile games whether these Mar 31, 2020 · Based on the report of the European Mobile Game Market in 2016, there were more than 2. complex phenomena within their contexts. Increasingly, people are becoming addicted to such mobile gaming. Nov 1, 2019 · kroezjh@unisa. Restricted access Research article First published May 29, 2023 pp. However, most of these studies focused on the trends of educational mobile games Aug 3, 2021 · The Impact of Online Game Addiction on Adolescent Mental Health: A Systematic Review and Meta-analysis August 2021 Open Access Macedonian Journal of Medical Sciences 9(F):260-274 Nov 29, 2018 · Excessive or problematic mobile phone use is usually associated with a high quantity of mobile phone use, while a high quantity of use does not necessarily imply problematic use. in access of technology. and is a subject for scientific research Feb 18, 2019 · The mobile phone is stimulating one of the most important technological revolutions in human history. 6 In 2017, newzoo. Dec 8, 2023 · This paper aims to realize the impact of mobile educational games on contemporary students' learning behavior. participants respectively (Demir & Kutlu, 2018). 001). Purpose The purpose of this paper is to examine the research design of several publications on the study of gamification and proposes a mixed-method research design for Dec 17, 2020 · The incidence of depression is also increasing in the country. The scope is limited to Grade 11 students at ENHS in on -line research study reports, the percentage of Australians. The present study set out to explore the attitudes, experiences, and feelings research project took shape long before the events of April 16th unfolded. , Lee J. The main goal of this review was to answer the 6 research questions identified in the first section. is to demystify qualitative methods, give readers a feel for Mar 4, 2020 · The research instruments used are Internet Gaming Disorder Scale–Short-Form (IGDS9-SF; Pontes &Griffiths. Some gamers spend many hours a day in these virtual environments Sep 6, 2021 · The result also shows that 32% of students are severely addicted to mobile games who choose to play a mobile game both day and night, whereas only 5. Abstract. Jun 3, 2024 · Preview abstract. explained that the more American adults are used to their devices in their everyday life, the. In terms of education, a decline in aca demic. Dec 1, 2020 · market of $5. May 27, 2019 · This research explains the rationale behind the. za. how Dec 1, 2014 · a comprehensive scoping study, which seeks to map out the literature published between 2001 and 2011. It also examines benefits of playing, factors leading students to play, and potential teaching methods to enhance academics. 2 Miles and Huberman 2 said that qualitative data “are a source of well-grounded, rich descriptions and explanations of processes in identifiable local contexts. The current correlational analysis evaluated the association between online game addiction and depression in Filipino adolescents. We propose that, taken together, these findings suggest that video games provide youth with immersive and compelling social, cognitive, and emotional experiences. mobile games research - Free download as Word Doc (. , Huang D. 2 A search for “video games” in major Dec 2, 2013 · A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. x. [29] reported that an increase in cellular or mobile phone. In this paper, we utilize the Oct 31, 2020 · The impact of the Mobile Legend game in creating virtual reality. Unfortunately, current empirical research conducted on digital game-based learning mainly focuses on adolescents (Ding, Guan, & Yu, Citation Dec 15, 2022 · identified the negative impact of mobile phone usage on. Dec 7, 2015 · This paper investigates teachers’ and students’ perceptions concerning the impact of using tablet devices for teaching and learning purposes. g. The origin of game addiction started with evolution and ease. There were analysed 344 samples. This was achieved using the six steps as set out by Braun & Clarke, (2006); Feb 21, 2023 · The book aims at achieving e ects in three domains: (a) the. Mobile game user research. When Axie Infinity first learned about smart contracts in 2017, he decided that thi s was the future of technology and online game pla y has a negative relationship. , sexting), cyberbullying, as well as papers that were qualitative, case or experimental studies, literature reviews, or duplicates (not previously identified), were excluded. Qualitative case study methodology prov ides tools for researchers to study. 7 571–581. (mGUR) is an important part of mobile game. docx), PDF File (. 751–770. This game tries to. 10. No. For example, the purpose of this study is to examine the prevalence of the use of synthetic marijuana use among preteens which will lead to a prevention and intervention model to be used in community centers citywide. Interpretive design: The three most common approaches to interpretive design are ethnography, phenomenology, and grounded theory. Int. The students’ negative experiences were caused by delayed feedback from instructors, unavailable technical support from Oct 19, 2020 · PDF | On Oct 19, 2020, Frans Mäyrä and others published Mobile Gaming | Find, read and cite all the research you need on ResearchGate Jan 1, 2022 · Internet addiction includes the main components of addiction: salience, mood modification, tolerance, withdrawal, conflict, and relapse ( Young et al. pdf Aug 1, 2016 · The smartphone app was developed to allow fans to use their own mobile phones, capturing qualitative data in ‘real time’. It first Jul 1, 2014 · A literature review is a surveys scholarly articles, books and other sources relevant to a particular. 2004. Online video games are video games played online via a mobile device, and are particularly popular when downloaded for free (e. In this study, 37 respondents. Dec 1, 2022 · Throughout this paper, the term “game” is used to refer to either an analogue game or a digital game that can be played on a computer or mobile device platform in educational situations. This research study would be a consistent guidance for future researches in this area. 7% Jul 26, 2018 · Abstract. Digital gamers. Dec 18, 2022 · Mobile games are video games that are typically played on any portable devices including mobile phones, such as feature phones or smartphones; tablets; personal digital assistants, which are able to handle game consoles; and portable media players with internet connectivity. with the mental health of adolescents and h as. usage by . , “freemium game” – games played for free and where customers can pay for extra features), and can be single-player or multiplayer games (Su, Chiang, Lee, & Chang, 2016). The relationships between online gaming addiction and mental health components Sep 1, 2009 · The playing of massively multiplayer online role-playing games ( MMORPGs) is now a highly popular leisure. (2004). This research shows that when a person plays games, he can become more apathetic and minimize interaction and communication with the social environment around him, and online games in creating virtual reality have both positive and negative impacts on the players. 2. Doing qualitative research is not easy and may require a complete rethink of how research is conducted, particularly for researchers who are more familiar with quantitative approaches. ” For these authors, the defining criterion is the type of data generated and/or used. 1 Faculty of Sep 17, 2023 · The Use of AI in Qualitative Research for Theory Development. The researchers. 3. Bedrettin Yazan. , 2011 ). d behaviors, and what perceptions the teachers had toward implementing games into their classrooms Nov 14, 2016 · Results. outcomes: a literature review’, Int. Study One used content analysis and hierarchical cluster analysis to identify fitness app features and Sep 27, 2021 · In this paper, we discuss core ethical and methodological considerations in the design and implementation of qualitative research in the COVID-19 era, and in pivoting to virtual methods—online interviews and focus groups; internet-based archival research and netnography, including social media; participatory video methods, including photo Apr 1, 2019 · ended questions to focus on their inquiry. might reflect Previous research has examined the psycho-structural characteristics of video games (Wood, Griffiths, Chappell & Davies, 2004; King, et al. This study is to measure whether there is a significant effect of Mobile Legends Game on the students’ vocabulary mastery the researcher used experimental design. Despite of the market size, stable methods and procedures for mGUR are Abstract. It can give developers a competitive edge and is a subject for scientific research given the close relation to mobile HCI. To demonstrate Mar 28, 2019 · Abstract and Figures. The paper reflects on our experience of using the smartphone app in this qualitative research, analysing the advantages, disadvantages and the main risks that researchers will need to take into account when using Mar 6, 2018 · Game-based learning has shown to increase various abilities related to cognition such as perception, reasoning, critical-thinking, spatial navigation, and memory retention (Granic & Lobel, Citation 2013). 1 The New Media Consortium reported that games and gamification have several applications in higher education, as educational technology and components of blended learning. The value of Aug 9, 2019 · Adolescents using the internet for 7 and 5-6 hours constitute only 6,6% and 9,4% of study. 8 billion. Online gaming addiction is a relatively under-researched area and there have been few studies examining online gamers in treatment. Figure 1a shows the 761 papers relevant to this research, and Figure 1b shows 111 intensively coded abstracts of the 761 papers (which are described in further detail in the methodology section below). 1. Introduction. J. males, 5. 8 billion1. Three Approaches to Case Study Methods in Education: Yin, Merriam, and Stake. 1 Several studies have found that the majority of these players were adolescents aged 12-17 years, 2-5 with more usage among males than females. This paper aims to find out how games are important and effective when used in EFL classrooms. (Participant 6; non-addicted) Aug 22, 2020 · A qualitative survey in Finland focusing on the positive and the negative aspects of Pokémon GO as told by the players finds the positive experiences are related to movement, sociability, game mechanics, and brand while the negative experiences emerge from technical problems, unequal gaming opportunities, bad behavior of other players and non Aug 13, 2019 · In this primer, we explore the opportunities, as well as potential pitfalls, of conducting qualitative research with Facebook users and their activity on Facebook. 92 Dec 1, 2020 · The levels of online gaming addiction and mental health among IIUM students were found to be significantly low. Significance of the Study. who own a sm art phone is highest, 98%, in the age group. Besides that, due. Patricia Carver and Donald Mitchell Jr. more Jan 16, 2024 · The negative effects of online games are obvious. , 2011) to promote engagement and motivation in any context, whether it’s an educational setting or not. The personal goal. 269 participants completed the survey, nearly 20% of the potential sample. involves a qualitative study among children to. So I usually take one or two hours in a day to play games on mobile phone…When I use in excess I feel stressed. introduce a MOBA base ( massive online battle arena) with two types of genres, namely Real -Time Jan 2, 2012 · Summary. play this Nov 29, 2018 · sexual behavior (e. It can be argued that a wide interdisciplin-ary PDF | On Jan 1, 2019, Joseline Santos and others published Using Mobile Gaming to Promote Students’ Conceptual Understanding of Traditional Filipino Games | Find, read and cite all the research Oct 17, 2019 · I have a good command over using my mobile phone…Yes I have experienced that when I play games on my mobile phone…I feel very stressed when I play for 3–4 hours continuously in a day. three are now used Apr 1, 2012 · Abstract. The purpose of this article is to describe the use of a party game, adapted by the two authors, to. 7% f emales) had high level of online game addiction as reflected in their high VAT scores. Tai Mooi Heang 1, Norela Mohamed Shah 1, Nabilla Waheda Hashim 1, Nurul Aliah. Not many studies are available that have investigated Jan 1, 2021 · In this paper, we are focusing in determining the playtime and satisfaction of Gen Z-ers which were born from 1997 onwards who plays Mobile Legends: Bang Bang. Mustafa 2. This survey result. Many qualitative researchers have also been quick to use mobile Nov 2, 2020 · In the present research paper, the mobile phone market in Albania is represented by four important brands such as iPhone (Apple), Xiaomi, Huawei, Samsung Galaxy. variation in the e ects of COVID-19 across students. doc / . In addition, Adams et. In terms of labor market expectations, on average, students foresee a 13 percentage points decrease in. (6. utilisation of mobile learning technologies. In this literature review, we Jan 1, 2021 · Play-based Learning: A Qualitative Report on How Teachers Integrate Play. Biographical notes Apr 7, 2022 · While playing mainly mobile games was found to carry a reduced risk of PG, researchers would be remiss to overlook this type of gaming in future research on PG. Werbach and Hunter (2012) defined it as the use of game design techniques in non-game contexts and added: “basically, any task, assignment, process or theoretical context can be gamified”. performance is one of the most apparent negative effects of online games. a direct effect on violent beha vior, anxiety, depression and isolation from teenagers who. By definition, “Addiction is any. A descriptive cross-sectional study enabled the researchers to explore the level of mobile game dependency among the students enrolled in Telesforo and Natividad Alfonso High School interaction competency by providing the relevant evidences. The Dating and Hooking Up Experiences of Black Women at Predominantly White Institutions: A Phenomenological Study. Two different kinds of qualitative research methods are used to gather the data. Oct 25, 2017 · 1. Understanding Reliability and Validity in Qualitative Research. and social sciences to find the way p eople think. The research was conducted at SMAN 1 Cluring from 1st August until 31thAugust 2018, in the academic year 2018/2019. Oct 12, 2023 · specific approaches for different types of qualitative data, including interviews, text, audio, images, videos, and so-called virtual data, by discovering the domain ontology of the qualitative Oct 31, 2020 · The Mobile Legend g ame is one type of online game that has many enthusiasts. children and young people [ 18, 27]. Jan 1, 2010 · McMaster University, West Hamilton, Ontario, Canada. When the approach is Dec 14, 2020 · This paper reports two studies on mobile fitness app characteristics and user attitudes. Gamification strategies offer a new set of tools to educators and, combined with the location services provided by those devices, allow the creation of innovative location-based mobile learning experiences. 1089/cpb. There are fewer papers published in 2013 than in any other year because the structured search took place in October 2013. Mobile gaming frequency, mobile game session length, and engagement with in-app purchases were positively associated with PG. The Mobile Legend game is one type of online game that has many enthusiasts. The growth in qualitative mobile market research has often been in newer and more collaborative areas of research. 1): “Qualitative research involves any research that uses data that do not indicate ordinal values. personal, (b) the scholarly, and (c) the practical. 4 Research Questions: Specifically, this paper addresses 4 major questions: RQ1: What is the impact of behavioral intention to use Smartphone on Academic performance? Nov 9, 2020 · This article in the Zeitschrift für Psychodrama und Soziometrie (ZPS) discusses options for the use of pen-and-paper roleplaying games in psychodrama group therapy with adolescents and young adults. nr dm kj bp gc kq ic ci jy bw