The only thing that is wrong is that the sources are not synthesized. The previous writer wrote it like an annotated bibliography instead of a literature review. I will add the annotated bibliography and the research proposal. I will also add the rubric
How can Addiction to Computer Games Improve Student’s Concentration?
Shabreah Woods
ENGH 302
Professor Ghafoerkhan
Research Proposal & Annotated Bibliography
April 22, 2020
Introduction to the Gaming Phenomenon
University students have enough free time to use in leisure activities such as gaming. It is an addictive activity that includes violent video games, adventures, combat, and fantasy games that can involve multiple players located in different parts of the world. Experts point out that experiences that stimulate the mind are addictive due to the high amount of dopamine that the body produces during simulation exercises.
The trends do not disqualify female gamers from the addictive behavior that has led to complicated socio-cultural relationships worldwide. Studies that professional psychologists and other medical professionals have presented prove that the similar symptoms, causes and even positive effects are similar among a significant percentage of gamers in the United States. Behavior that can be described as addiction include restlessness, fixation and preoccupation, dishonesty regarding time management, and antisocial behavior as a result of the need to spend more time gaming.
Problem Statement: Addiction to Gaming
Some of the challenges that arise as a result of gaming include deplorable physical health, poor personal hygiene and even migraines. The positive effects that outweigh these challenges include improved ability to address complex changes in one’s environment, and motivation to solve problems due to obsession on specific details often ignored by majority. Linking improved concentration in learning settings to computer games requires a diverse survey that includes the points of view of all interested participants who could create solutions to learning disabilities such as dyslexia.
Objectives
The first objective of this study includes to identify computer games that contribute to improved psychological wellbeing and concentration. Another objective of this study includes to determine the factors that contribute to the increased tendency to participate in computer games. The third issue is to determine the financial effects of computer games in society and their importance in decision – making.
Literature Reviews: Gaming
According to Slyman (2018), the use of game – based learning in universities in the United Kingdom contributes to the prevalence of negative behavior such as aggression, violence, and addiction. However, those who properly utilize the phenomenon witness improved use of technology to encourage individuals to share their life learning experiences in constructive ways. Education is not restricted to classrooms or to young people. The future of gaming leans towards an increase number of elderly participants recovering from health challenges.
Wang, Koh, Boucharenc, and Xu (2017) found that gaming helps stroke survivors increase their acceptance rate and improve their understanding of matters and improve their recovery. Training platforms have been established for elderly people to combat frailty and according to Vette, Tabak, and Hermens (2016). Physical activity associated with gaming improves mental stimulation and nutrition. The studies into how students think and how they handle their awareness of those around them began as early in 1979 according to research.
Methodology
In one study examining veterans who participated in gaming, the rate of cognitive function improvement among students. The approach used included findings from search engines online for feedback for approximately ten years. The periodical review of results shows the impact of loneliness on individuals. The reasons attributed to addiction and improved learning and changes to episodic memory, attention memory, and even executive function. Linear regression models were used for evaluation of age and education levels of participants for a more useful evaluation of the effects of gaming.
Annotated Bibliography
Sanjamsai S, Phukao D. Flow experience in computer game playing among Thai university students. Kasetsart Journal of Social Sciences. 2018 May 1;39(2):175-82.
The paper above shows the trends among university students in Thailand and the experiences they accumulate in performance. The subjects are all aged between 18 years old and 24 years old and are a total of 478. The results from the study show that the consequences of gaming are not only negative and include the social benefits that arise form the sport. Major drawbacks include the challenges associated with addiction, which can cause emotional distress to friends and family.
Zhu Z, Li J. Research on the Effect of Video Games on College Students’ Concentration of Attention. InCyberspace Data and Intelligence, and Cyber-Living, Syndrome, and Health 2019 Dec 16 (pp. 542-549). Springer, Singapore. This study discusses the implications of violent video games on students in college and the short – term effects of online gaming.
The implications of online gaming for male and female survey participants shows that the nature of games – violent or nonviolent – has little to do with the reduced attention span and increased level of concentration for some of the respondents.
Yong ST, Gates P, Chan AT. Similarities and Differences in Learning of Metacognitive Skills: Computer Games versus Mathematics Education. International Journal of Game-Based Learning (IJGBL). 2019 Jan 1; 9(1):1-4.
This study shows that the improvement in mathematical skills is linked to online gamers and shows the similarities in the problem – solving skills for both categories of learners. The use of strategies that are used by math learners and video game fanatics are high. In once case, learners with low metacognitive skills struggle to reflect and think through challenges. The study shows the importance of teamwork, single-tasking, collaborative learning, and navigation in the education process. The approaches to multiple efforts of improving school assignments can significantly increase and improve the education system.
Wang Y, Zhu X, Zhang L. The Double Mediators of Attention Concentration and Interpersonal Self-Efficacy in Middle School Students’ Internet Addiction and Overuse of Social Networks. In4th International Conference on Culture, Education and Economic Development of Modern Society (ICCESE 2020) 2020 Mar 19 (pp. 1261-1267). Atlantis Press.
Middle school students were found to struggle with addiction to social networks, like that of students who like video games. It appears that the overindulgence of internet – based activities have the same level of impact throughout the world and specifically among the younger generation.
The motivating factor for individuals who have survived difficult experiences and wish to improve on their wellbeing through engaging in computer games that provide a thrill unlike others. An interesting discovery was that the increase in the games played was directly proportional to rate of reduced concentration span. Violent games appeared to have more impact on gamers in this study.
Samohvalova O, Mordkovich O, Yumayev Y, Galtseva O. Research of Influence of Internet Addiction on the Concentration of Attention of Young People. International Scientific Conference” Far East Con”(ISCFEC 2018) 2019 Jan. Atlantis Press.
These researchers discovered that the young people in the study in comparison to their peers had better multitasking capabilities and ability to evaluate complex tasks. Furthermore, they found that there is a link between alexithymia and internet connection. The aspects of players’ attention that influence attention among women and men include the roles that players choose in their preferred games.
References
Samohvalova O, Mordkovich O, Yumayev Y, Galtseva O. Research of Influence of Internet Addiction on the Concentration of Attention of Young People. International Scientific Conference” Far East Con”(ISCFEC 2018) 2019 Jan. Atlantis Press.
Sanjamsai, S., & Phukao, D. (2018). Flow experience in computer game playing among Thai university students. Kasetsart Journal of Social Sciences, 39(2), 175-182.
Slyman, S. (2018). Games Based Learning in Universities, a Life Learning Experience.
Yong, S. T., Gates, P., & Chan, A. T. Y. (2019). Similarities and Differences in Learning of Metacognitive Skills: Computer Games versus Mathematics Education. International Journal of Game-Based Learning (IJGBL), 9(1), 1-14.
Wang, Y., Zhu, X., & Zhang, L. (2020, March). The Double Mediators of Attention Concentration and Interpersonal Self-Efficacy in Middle School Students’ Internet Addiction and Overuse of Social Networks. In 4th International Conference on Culture, Education and Economic Development of Modern Society (ICCESE 2020) (pp. 1261-1267). Atlantis Press.
Zhu, Z., & Li, J. (2019). Research on the Effect of Video Games on College Students’ Concentration of Attention. In Cyberspace Data and Intelligence, and Cyber-Living, Syndrome, and Health (pp. 542-549). Springer, Singapore.
How can Addiction to Computer Games Improve Student’s Concentration?
Shabreah Woods
ENGH 302
Professor Ghafoerkhan
Research Proposal & Annotated Bibliography
April 22, 2020
Introduction to the Gaming Phenomenon
University students have enough free time to use in leisure activities such as gaming. It is an addictive activity that includes violent video games, adventures, combat, and fantasy games that can involve multiple players located in different parts of the world. Experts point out that experiences that stimulate the mind are addictive due to the high amount of dopamine that the body produces during simulation exercises.
The trends do not disqualify female gamers from the addictive behavior that has led to complicated socio-cultural relationships worldwide. Studies that professional psychologists and other medical professionals have presented prove that the similar symptoms, causes and even positive effects are similar among a significant percentage of gamers in the United States. Behavior that can be described as addiction include restlessness, fixation and preoccupation, dishonesty regarding time management, and antisocial behavior as a result of the need to spend more time gaming.
Problem Statement: Addiction to Gaming
Some of the challenges that arise as a result of gaming include deplorable physical health, poor personal hygiene and even migraines. The positive effects that outweigh these challenges include improved ability to address complex changes in one’s environment, and motivation to solve problems due to obsession on specific details often ignored by majority. Linking improved concentration in learning settings to computer games requires a diverse survey that includes the points of view of all interested participants who could create solutions to learning disabilities such as dyslexia.
Objectives
The first objective of this study includes to identify computer games that contribute to improved psychological wellbeing and concentration. Another objective of this study includes to determine the factors that contribute to the increased tendency to participate in computer games. The third issue is to determine the financial effects of computer games in society and their importance in decision – making.
Literature Reviews: Gaming
According to Slyman (2018), the use of game – based learning in universities in the United Kingdom contributes to the prevalence of negative behavior such as aggression, violence, and addiction. However, those who properly utilize the phenomenon witness improved use of technology to encourage individuals to share their life learning experiences in constructive ways. Education is not restricted to classrooms or to young people. The future of gaming leans towards an increase number of elderly participants recovering from health challenges.
Wang, Koh, Boucharenc, and Xu (2017) found that gaming helps stroke survivors increase their acceptance rate and improve their understanding of matters and improve their recovery. Training platforms have been established for elderly people to combat frailty and according to Vette, Tabak, and Hermens (2016). Physical activity associated with gaming improves mental stimulation and nutrition. The studies into how students think and how they handle their awareness of those around them began as early in 1979 according to research.
Methodology
In one study examining veterans who participated in gaming, the rate of cognitive function improvement among students. The approach used included findings from search engines online for feedback for approximately ten years. The periodical review of results shows the impact of loneliness on individuals. The reasons attributed to addiction and improved learning and changes to episodic memory, attention memory, and even executive function. Linear regression models were used for evaluation of age and education levels of participants for a more useful evaluation of the effects of gaming.
Annotated Bibliography
Sanjamsai S, Phukao D. Flow experience in computer game playing among Thai university students. Kasetsart Journal of Social Sciences. 2018 May 1;39(2):175-82.
The paper above shows the trends among university students in Thailand and the experiences they accumulate in performance. The subjects are all aged between 18 years old and 24 years old and are a total of 478. The results from the study show that the consequences of gaming are not only negative and include the social benefits that arise form the sport. Major drawbacks include the challenges associated with addiction, which can cause emotional distress to friends and family.
Zhu Z, Li J. Research on the Effect of Video Games on College Students’ Concentration of Attention. InCyberspace Data and Intelligence, and Cyber-Living, Syndrome, and Health 2019 Dec 16 (pp. 542-549). Springer, Singapore. This study discusses the implications of violent video games on students in college and the short – term effects of online gaming.
The implications of online gaming for male and female survey participants shows that the nature of games – violent or nonviolent – has little to do with the reduced attention span and increased level of concentration for some of the respondents.
Yong ST, Gates P, Chan AT. Similarities and Differences in Learning of Metacognitive Skills: Computer Games versus Mathematics Education. International Journal of Game-Based Learning (IJGBL). 2019 Jan 1; 9(1):1-4.
This study shows that the improvement in mathematical skills is linked to online gamers and shows the similarities in the problem – solving skills for both categories of learners. The use of strategies that are used by math learners and video game fanatics are high. In once case, learners with low metacognitive skills struggle to reflect and think through challenges. The study shows the importance of teamwork, single-tasking, collaborative learning, and navigation in the education process. The approaches to multiple efforts of improving school assignments can significantly increase and improve the education system.
Wang Y, Zhu X, Zhang L. The Double Mediators of Attention Concentration and Interpersonal Self-Efficacy in Middle School Students’ Internet Addiction and Overuse of Social Networks. In4th International Conference on Culture, Education and Economic Development of Modern Society (ICCESE 2020) 2020 Mar 19 (pp. 1261-1267). Atlantis Press.
Middle school students were found to struggle with addiction to social networks, like that of students who like video games. It appears that the overindulgence of internet – based activities have the same level of impact throughout the world and specifically among the younger generation.
The motivating factor for individuals who have survived difficult experiences and wish to improve on their wellbeing through engaging in computer games that provide a thrill unlike others. An interesting discovery was that the increase in the games played was directly proportional to rate of reduced concentration span. Violent games appeared to have more impact on gamers in this study.
Samohvalova O, Mordkovich O, Yumayev Y, Galtseva O. Research of Influence of Internet Addiction on the Concentration of Attention of Young People. International Scientific Conference” Far East Con”(ISCFEC 2018) 2019 Jan. Atlantis Press.
These researchers discovered that the young people in the study in comparison to their peers had better multitasking capabilities and ability to evaluate complex tasks. Furthermore, they found that there is a link between alexithymia and internet connection. The aspects of players’ attention that influence attention among women and men include the roles that players choose in their preferred games.
References
Samohvalova O, Mordkovich O, Yumayev Y, Galtseva O. Research of Influence of Internet Addiction on the Concentration of Attention of Young People. International Scientific Conference” Far East Con”(ISCFEC 2018) 2019 Jan. Atlantis Press.
Sanjamsai, S., & Phukao, D. (2018). Flow experience in computer game playing among Thai university students. Kasetsart Journal of Social Sciences, 39(2), 175-182.
Slyman, S. (2018). Games Based Learning in Universities, a Life Learning Experience.
Yong, S. T., Gates, P., & Chan, A. T. Y. (2019). Similarities and Differences in Learning of Metacognitive Skills: Computer Games versus Mathematics Education. International Journal of Game-Based Learning (IJGBL), 9(1), 1-14.
Wang, Y., Zhu, X., & Zhang, L. (2020, March). The Double Mediators of Attention Concentration and Interpersonal Self-Efficacy in Middle School Students’ Internet Addiction and Overuse of Social Networks. In 4th International Conference on Culture, Education and Economic Development of Modern Society (ICCESE 2020) (pp. 1261-1267). Atlantis Press.
Zhu, Z., & Li, J. (2019). Research on the Effect of Video Games on College Students’ Concentration of Attention. In Cyberspace Data and Intelligence, and Cyber-Living, Syndrome, and Health (pp. 542-549). Springer, Singapore.
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