Examining the antecedents and consequences of addiction to mobile games: an empirical study

  • Original Article
  • Published: 18 December 2022

Cite this article

mobile games introduction for thesis

  • Sheshadri Chatterjee   ORCID: 1 ,
  • Ranjan Chaudhuri 2 &
  • Demetris Vrontis 3  

385 Accesses

3 Citations

Explore all metrics

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. Increasingly, people are becoming addicted to such mobile gaming. Not many studies are available that have investigated the factors responsible for such addiction, especially social influence and motivation aspects. There is a huge interest among practitioners, researchers, and academicians to understand the antecedents and consequences of people’s addiction to mobile games. Therefore, the aim of this study is to investigate the antecedents and consequences of addiction to mobile games. With the help of social exchange theory, social networking theory, motivational theory and technology acceptance model, a theoretical model has been proposed, which is subsequently validated using partial least squares structural equation modelling on the feedback from 322 respondents who are mobile game players. The study finds that social influence has a significant positive impact on both hedonic and utilitarian attitudes of people towards playing mobile games. With different factors influencing them to play mobile games frequently, these players eventually become addicted to mobile games.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price includes VAT (Russian Federation)

Instant access to the full article PDF.

Rent this article via DeepDyve

Institutional subscriptions

mobile games introduction for thesis

Similar content being viewed by others

mobile games introduction for thesis

The Adoption of Mobile Games in China: An Empirical Study

mobile games introduction for thesis

What Drives Mobile Game Stickiness? A Perspective from Uses and Gratifications Theory

mobile games introduction for thesis

Towards an Understanding of The Motivations to Play Games on Smartphones

Ahn D, Jeon S, Yoo B (2018) What’s your real age? An empirical analysis of identity fraud in online game. Inf Syst E-Bus Manage 16:775–789

Article   Google Scholar  

Ajzen I, Fishbein M (2005) The influence of attitudes on Behaviour. In: Albarracín D, Johnson BT, Zanna MP (eds) The handbook of attitudes. Lawrence Erlbaum Associates Publishers, pp 173–221

Alha K, Koskinen E, Paavilainen J, Hamari J, Kinnunen J (2014) Free-to-play games: professionals’ perspectives. Proceedings of 2014 International DiGRA Nordic Conference, Gotland, May 29–30

Al-Samarraie H, Bello K-A, Alzahrani AI, Smith AP, Emele C (2021) Young users’ social media addiction: causes, consequences and preventions. Inf Technol People.

Al-Zyoud MF, Mert İS (2019) Does employees’ psychological capital buffer the negative effects of incivility? EuroMed J Bus 14(3):239–250

Armstrong JS, Overton TS (1977) Estimating nonresponse bias in mail surveys. J Mark Res 14(3):396–402

Ayandele O, Popoola OA, Oladiji TO (2020) Addictive use of smartphone, depression and anxiety among female undergraduates in Nigeria: a cross-sectional study. J Health Res 34(5):443–453

Bae J, Park H-H, Koo D-M (2019) Perceived CSR initiatives and intention to purchase game items: the motivational mechanism of self-esteem and compassion. Internet Res 29(2):329–348

Bouwman H, Carlsson C, Walden P (2009) Reconsidering the actual and future use of mobile services. Inf Syst E-Bus Manage 7:301–317

Boyd DM, Ellison NB (2008) Social network sites: definition, history, and scholarship. J Comput-Mediat Commun 13(1):210–230

Cameron P (1969) Age parameters of young adult, middle-aged, old, and aged. J Gerontol 24(2):201–202

Chang C-C, Chin Y-C (2011) Predicting the usage intention of social network games: an intrinsic-extrinsic motivation. Int J Online Market 1(13):29–37

Chatterjee S (2015) Security and privacy issues in E-Commerce: A proposed guidelines to mitigate the risk. IEEE International Advance Computing Conference (IACC). 393–396.

Chatterjee S (2019) Is data privacy a fundamental right in India? An analysis and recommendations from policy and legal perspective. Int J Law Manage 61(1):170–190

Chatterjee S (2020) Antecedents of phubbing: from technological and psychological perspectives. J Syst Inf Technol 22(2):161–178

Chatterjee S (2021a) Dark side of online social games (OSG) using Facebook platform: effect of age, gender, and identity as moderators. Inf Technol People 34(7):1800–1818

Chatterjee S (2021b) Impact of addiction of online platforms on quality of life: age and gender as moderators. Australasian J Inf Syst 25.

Chaudhuri R, Chatterjee S, Vrontis D (2022) Antecedents of privacy concerns and online information disclosure: Moderating role of government regulation. Euromed Journal of Business, In Press.

Chen A, Lu Y, Wang B (2016) Enhancing perceived enjoyment in social games through social and gaming factors. Inf Technol People 29(1):99–119

Chen A, Roberts N (2019) Connecting personality traits to social networking site addiction: the mediating role of motive. Inf Technol People 33(2):633–656

Chen J, Tang L, Tian H, Ou R, Wang J, Chen Q (2022) The effect of mobile business simulation games in entrepreneurship education: a quasi-experiment. Library Hi Tech, In Press.

Chen PY, Chang CC (2010) The analysis of service acceptance framework for social games based on extensive technology acceptance model. Proceedings of 10th Technology Management for Global Economic Growth, IEEE, Phuket

Collier MR (1993) A mathematical model of habituation and addiction. Int J Addict 28(1):175–185

Davis FD (1989) Perceived usefulness, perceived ease of use and user acceptance of information technology. MIS Q 13(3):319–340

Deb M, Lomo-David E (2014) An empirical examination of customers’ adoption of -mbanking in India. J Market Intell Plan 32(4):475–494

Deci EL, Ryan RM (1985) Intrinsic motivation and self-determination in human behavior. Plenum, New York, NY

Book   Google Scholar  

Delistavrou A, Katrandjiev H, Sadeh H, Tilikidou I (2019) Exploring ethical consumption in different geographical places. EuroMed J Bus 14(3):221–238

Dwivedi YK, Rana NP (2020) Social media as a tool of knowledge sharing in academia: an empirical study using valance, instrumentality, and expectancy (VIE) approach. J Knowl Manage 24(10):2531–2552

Feijoo C, Gómez-Barroso J-L, Aguado JM, Ramos S (2012) Mobile gaming: industry challenges and policy implications. Telecommun Policy 36(3):212–221

Fishbein M, Ajzen I (1980) Understanding attitudes and predicting consumer behavior. Prentice Hall, Englewood Cliffs, NJ, pp 148–172

Google Scholar  

Fisher RJ, Price LL (1992) An investigation into the social context of early adoption behavior. J Consumer Re 19(3):477–486

Fornell C, Larcker DF (1981) Evaluating structural equation models with unobservable variables and measurement error. J Market Res 18(1):39–50

Galati A, Vrontis D, Giorlando B, Giacomarra M, Crescimanno M (2021) Exploring the common blockchain adoption enablers: the case of three italian wineries. Int J Wine Bus Res 33(4):578–596

Ghazali EM, Mutum DS, Woon MY (2019) Multiple sequential mediation in an extended uses and gratifications model of augmented reality game Pokemon Go. Internet Res 29(3):504–528

Gong M, Xu M, Luqman A, Yu, Masood A (2020a) Understanding the role of individual differences in mobile SNS addiction. Kybernetes 49(12):3069–3097

Gong X, Zhang KZK, Chen C, Cheung CMK, Lee MKO (2020b) Antecedents and consequences of excessive online social gaming: a social learning perspective. Inform Technol People 33(2):657–688

Gunter B (2019) Children and mobile phones: adoption, use, impact, and control. Emerald Publishing, Bingley

Hair JF, Howard MC, Nitzl C (2020) Assessing measurement model quality in PLS-SEM using confirmatory composite analysis. J Bus Res 109:101–110

Handa M, Ahuja P (2020) Disconnect to detox: a study of smartphone addiction among young adults in India. Young Consumers 21(3):273–287

Heerink M, Kröse B, Evers V, Wielinga B (2010) Assessing acceptance of assistive social agent technology by older adults: the Almere model. Int J Soc Robotics 2(4):361–375

Homans G (1961) Social behavior: its elementary forms. Harcourt Brace Jovanovich, New York, NY

Hsiao KL (2017) Compulsive mobile application usage and technostress: the role of personality traits. Online Inf Rev 41(2):272–295

Hu L, Bentler PM (1999) Fit indices in covariance structure modelling: sensitivity to under parameterized model misspecification. Psycholog Methods 3(4):424–453

Jimenez N, San-Martin S, Camarero C, San Jose Cabezudo R (2019) What kind of video gamer are you? J Consumer Mark 36(1):218–227

Jordan T (2019) Does online anonymity undermine the sense of personal responsibility? Media Cult Soc 41(4):572–577

Kar AK, Chatterjee S, Mustafa SZ (2019) Securing IoT devices in smart cities of India: from ethical and enterprise information system management perspective. J Enterp Inf Syst 15(4):585–615

Ketokivi MA, Schroeder RG (2004) Perceptual measures of performance: fact or fiction? J Oper Manag 22(3):247–264

Khan NF, Khan MN (2021) A bibliometric analysis of peer-reviewed literature on smartphone addiction and future research agenda. Asia-Pac J Bus Adm, In Press.

Kim E, Kim EJ, Cho CI (2017) Structural equation model of smartphone addiction based on adult attachment theory: mediating effects of loneliness and depression. Asian Nurs Res 11(2):92–97

Ko M, Yang S, Lee J, Heizmann C, Jeong J, Lee U (2015) NUGU: a group-based intervention app for improving self-regulation of limiting smartphone use. In Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work and Social Computing, ACM, Vancouver, BC, Pp. 1235–1245

Kock N, Hadaya P (2018) Minimum sample size estimation in PLS-SEM: the inverse square root and gamma-exponential methods. Inf Syst J 28(1):227–261

Lee J-y, Ko DW, Lee H (2019) Loneliness, regulatory focus, inter-personal competence, and online game addiction: a moderated mediation model. Internet Res 29(2):381–394

Lee Y-H, Wohn DY (2012) Are there cultural differences in how we play? Examining cultural effects on playing social network games. Comput Hum Behav 28(4):1307–1314

Liang T, Ho Y, Li Y, Turban E (2011) What drives social commerce: the role of social support and relationship quality. Int J Electron Commer 16(2):69–90

Lindell MK, Whitney DJ (2001) Accounting for common method variance in cross-sectional research designs. J Appl Psychol 86(1):114–121

Mishra A, Maheswarappa SS, Maity M, Samu S (2018) Adolescent’s eWOM intentions: an investigation into the roles of peers, the internet and gender. J Bus Res 86:394–405

Moon Y, Armstrong DJ (2020) Service quality factors affecting customer attitudes in online-to-offline commerce. Inf Syst E-Bus Manage 18:1–34

Muniz AM, O’Guinn TC (2001) Brand community. J Consumer Res 27(4):412–432

Oh Y, Oh J (2017) A critical incident approach to consumer response in the smartphone market: product, service, and contents. Inf Syst E-Bus Manage 15:577–597

Ortiz SM (2019) You can say I got desensitized to it: how men of colour cope with everyday racism in online gaming. Sociol Perspect 62(4):572–588

Paavilainen J, Hamari J, Stenros J, Kinnunen J (2013) Social network games: players’ perspectives. Simul Gaming 46(6):794–820

Park J, Ko D (2022) Catch me if you can: effects of AR-enhanced presence on the mobile game experience. Internet Res 32(4):1235–1263

Park WK (2014) An exploitative study on college students’ addiction: using psychological variables as predictors. Soc Psychol Res 27(1):95–125

Peng DX, Lai F (2012) Using partial least squares in operations management research: a practical guideline and summary of past research. J Oper Manage 30(6):467–480

Piccolo R, Chaudhuri R, Vrontis D (2021) Enterprise social network for knowledge sharing in MNCs: examining the role of knowledge contributors and knowledge seekers for cross-country collaboration. J Int Manag 27(1):100827

Podsakoff PM, MacKenzie SB, Lee JY, Podsakoff NP (2003) Common method biases in behavioral research: a critical review of the literature and recommended remedies. J Appl Psychol 88(5):879–881

Prochnow T, Patterson MS, Hartnell L (2020) Social support, depressive symptoms, and online gaming network communication. Mental Health Soc Inclusion 24(1):49–58

Rana NP, Dwivedi YK (2021) Assessing Consumers’ Co-production and Future Participation On Value Co‐creation and Business Benefit: an FPCB Model Perspective. Information Systems Frontiers. In Press.

Rigdon EE, Sarstedt M, Ringle M (2017) On comparing results from CB-SEM and PLS-SEM: five perspectives and five recommendations. Mark ZFP 39(3):4–16

Rogers EM (2003) Diffusion innov, 5th edn. The Free Press, New York, NY

Ryan RM, Deci EL (2000) Intrinsic and extrinsic motivations: classic definitions and new directions. Contemp Educ Psychol 25(1):54–67

San-Martín S, Jiménez N (2021) What colour are you? Smartphone addiction traffic lights and user profiles. Eur J Manag Bus Econ, In Press.

Sarstedt M, Ringle CM, Henseler J, Hair JF (2014) On the emancipation of PLS-SEM: a commentary on Rigdon (2012). Long Range Plann 47(3):154–160

Scott JP (2000) Social network analysis: a handbook, 2nd edn. Sage Publications, Thousand Oaks, CA

Shalvey K (2012) Zynga readies its own social network site keeps strong Facebook ties game maker first outside site to carry Facebook ads. ProQuest, Investor’s Business Daily, Los Angeles, CA

Shiau W-L, Luo MM (2012) Factors affecting online group buying intention and satisfaction: a social exchange theory perspective. Comput Hum Behav 28(6):2431–2444

Shin D-H, Kim W-Y (2008) Applying the technology acceptance model and flow theory to Cyworld user behavior: implication of the web 2.0 user acceptance. Cyber Psychol Behav 11(3):378–382

Tamilmani K, Rana NP, Sharma A (2021) The effect of AI-based CRM on organization performance and competitive advantage: an empirical analysis in the B2B context. Ind Mark Manage 97(8):205–219

Tseng FC, Huang HC, Teng CI (2015) How do online game communities retain gamers? Social presence and social capital perspectives. J Comput-Mediat Commun 20(6):601–614

Vallerand RJ (1997) Toward a hierarchical model of intrinsic and extrinsic motivation. Adv Exp Soc Psychol 29(3):271–360

Van der Heijden H (2003) Factors influencing the usage of websites: the case of a generic portal in the Netherlands. Inf Manage 40(6):541–549

Varshney U (2004) Group-oriented mobile services: requirements and solutions. Inf Syst E-Bus Manage 2(1):325–335

Vrontis D, Chatterjee S, Chaudhuri R (2022) Big data analytics in strategic sales performance: Mediating role of CRM capability and moderating role of leadership support. Euromed Journal of Business, In Press.

Wamba SF, Gunasekaran A, Akter S, Dubey R (2019) The performance effects of big data analytics and supply chain ambidexterity: the moderating effect of environmental dynamism. Int J Prod Econ 222(4):1–22

Wang C, Zhang J, Lee MKO (2021) Time flies when chatting online: a social structure and social learning model to understand excessive use of mobile instant messaging. Inf Technol People, In Press.

Wang L (2022) Understanding peer recommendation in mobile social games: the role of needs–supplies fit and game identification. Info Tech People 35(2):677–702

Willaby HW, Costa DSJ, Burns BD, MacCann C, Roberts RD (2015) Testing complex models with small sample sizes: a historical overview and empirical demonstration of what partial least squares (PLS) can offer differential psychology. Pers Individ Differ 84:73–78

Xue Y, Dong Y, Luo M, Mo D, Dong W, Zhang Z, Liang H (2018) Investigating the impact of mobile SNS addiction on individual’s self-rated health. Internet Res 28(2):278–292

Yang H, Lee H (2019) Understanding user behavior of virtual personal assistant devices. Inf Syst E-Bus Manage 17:65–87

Download references

Author information

Authors and affiliations.

Department of Computer Science & Engineering, Indian Institute of Technology, Kharagpur, West Bengal, India

Sheshadri Chatterjee

Indian Institute of Management Ranchi, Ranchi, Jharkhand, India

Ranjan Chaudhuri

Vice Rector for Faculty and Research, Professor of Strategic Management, School of Business, University of Nicosia, Nicosia, Cyprus

Demetris Vrontis

You can also search for this author in PubMed   Google Scholar

Corresponding author

Correspondence to Sheshadri Chatterjee .

Additional information

Publisher’s note.

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Electronic supplementary material

Below is the link to the electronic supplementary material.

Supplementary Material 1

Rights and permissions.

Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.

Reprints and permissions

About this article

Chatterjee, S., Chaudhuri, R. & Vrontis, D. Examining the antecedents and consequences of addiction to mobile games: an empirical study. Inf Syst E-Bus Manage (2022).

Download citation

Received : 18 April 2022

Revised : 20 July 2022

Accepted : 24 July 2022

Published : 18 December 2022


Share this article

Anyone you share the following link with will be able to read this content:

Sorry, a shareable link is not currently available for this article.

Provided by the Springer Nature SharedIt content-sharing initiative

  • Mobile games
  • Hedonic and utilitarian attitude
  • Social influence
  • Social exchange theory
  • Motivation theory
  • Find a journal
  • Publish with us
  • Track your research no longer supports Internet Explorer.

To browse and the wider internet faster and more securely, please take a few seconds to  upgrade your browser .

Enter the email address you signed up with and we'll email you a reset link.

  • We're Hiring!
  • Help Center

paper cover thumbnail


Profile image of Maribel Poquiz

Related Papers

Int. J. of Aquatic Science

Bharath Yuvaraj

mobile games introduction for thesis

WSEAS Transactions on …

Idayu Sabri

Asian Journal of Clinical Pediatrics and Neonatology

Academia I N T E R N A T I O N A L Journals

Background: The present research study was design to investigate the factors affecting academic performance as well as physical performance of school going children of schools of Indore district. The variable under consideration were academic performance and physical performance as a dependent variable and gender, age, residential area (rural/urban),accommodation, study hours, sleep hours ,time spend on mobile and electronic gaming were independent variables. Subjects and Methods: The data was collected from 670 students of age group 11-15years of different school of Indore using simple random sampling technique.378 student were found to have access to mobile gaming/electronic gaming with more than 2 hour of routing access. Results: For analysis Chi-square was used. The finding revealed that school performance regarding physical activity, academic performance, & psychomotor effect in the class had declined with repetitive use of mobile phone and electronic gaming. Conclusion: A linear model was also proposed that will be helpful to improve the performance of school going Teenagers.

Eduardo Edu C . Cornillez Jr. , Jessie Richie De los Santos , Vicente D. Carillo, Jr

 Abstract: The increasing number of students who are hooked on playing online mobile games (OMG) is alarming. As such, this study was realized to address the problem. This study assessed the gaming profile towards OMG and its relation to the academic performance of the engineering students of Eastern Visayas State University Tanauan Campus (EVSUTC). Specifically, the study investigated the correlation between student's number of hours spent on playing OMG (at school and home), commonly played OMG (at school and home), reasons for playing OMG and attitudes on playing OMG with academic performance utilizing Eta and Pearson r correlation analyses. A random sample of 134 student respondents were selected through purposive sampling of those who are playing OMG using their mobile phones. Descriptive correlational research design was utilized and a validated survey instrument was employed to gather the needed information. The findings revealed that majority of the students played mobile legends and spent mostly 2 hours playing OMG for a reason of boredom. The overall attitudes of the students on playing OMG were interpreted as Less Favorable (M=2.58, SD=1.13). Out of the independent variables being set in the study, the number of hours spent on playing OMG at home (r=-0.188, p=0.039) and commonly played OMG at school (r=0.203, p=0.045) were found significantly correlated with student's academic performance. Hence, the students' time spent on playing OMG at home and the type of games that students played at school have significant bearing to their academic performance. As such, delimiting student's usage of internet can be made to address the problem.

Jurnal Basicedu

Faizatul Husna

Research into mobile game addiction has increased over the previous two decades. The purpose of this study was to investigate the association between on-line mobile gaming and academic performances among adolescent students in Aceh's elementary schools. The study revealed that boys are more of a player compared to girls who often play games and those who play online games are around 11-12 years old have an average playing time 3-5 hours/day. The research population consisted of elementary students from Aceh, with a sample size of 55 pupils. Included in the study was the Game Addiction Scale (Lemmens et al., 2009). Then, using regression analysis, the hypothesis was tested. From the finding, we can conclude that academic performance was found to be negatively associated with online gaming. This is owing to the fact that playing games for long periods of time reduces their ability to focus on academic tasks. This study can serve as a reference to adolescents online gaming habits, ...

International Journal Of Community Medicine And Public Health

Balaji Arumugam

Background: Nowadays the teens playing outdoor games are difficult to be seen and of course, they play all these games not in reality but in a screen using video games. The biggest revolution in electronic world has put our teens more addicted towards video games which not only affect their academic performance but also have impact on their behaviour and health. The objectives of the study were to assess the pattern of video game usage among the study population; to determine the influence of video game in behaviour of the study population.Methods: The study was conducted as a cross sectional study during January and February 2018, among medical students of tertiary care hospital, Chennai. The data was collected using preformed pretested questionnaire. Data were analyzed using SPSS 21.Results: Out of 211 study participants, majority 168 (80%) were males. Around, 97 (45.9%) participants, liked to play during night hours and most 114 (54.1%) of them preferred adventure and racing game...

Psychology and Education: A Multidisciplinary Journal

Psychology and Education

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 (TNAHS) for the school year 2022-2023. This method also allowed the assessment of the social effects of mobile game dependency, which was also the objective of this study. This study employed a quantitative research design with the purposive sampling procedure applied as the sampling technique for data selection and printed self-questionnaires that were provided by the researchers as the research instrument. A total of 123 respondents participated in this study, comprising both junior high and senior high school students. The findings show that the respondents agreed with mobile game dependency. Thus, it shows that the level of mobile game dependency among TNAHS students was found to be quite high. Finally, the relationship between the level of mobile dependency and socialization of high school students was found to be significant and positive.

Research Square (Research Square)

Orawan Keeratisiroj

Ramazan Yılmaz

Digital games are becoming more and more popular among today's students. Digital games are used directly or indirectly in many areas such as marketing and communication. In terms of of education, digital games allow students to socialize and also provides stundents with the development of motivation and self-regulation skills. Digital games have become an important pedogogical tool thanks to such benefits. It is important to know the habits and preferences of the students who play digital games to get the best benefit in education. Because the habits and preferences of individuals playing digital games are seen as a cultural phenomenon. So it is necessary to know the preferences and the habits of learners in the target culture. The aim of this research is to analyze the digital gaming habits of high school students. This study is based on survey model. It was conducted in a province in Western Black Sea Region. It was carried out an Anatolian High School students. Participants of this research consist of 418 high school students. The survey was conducted by means of a questionnaire developed by researchers. This questionnaire contains questions about the demographic information of students and determination of the habits of playing digital games. In the analysis phase the percentage, frequency, mean and standart deviation were used. 49.2% of male students and 50.8% of female students participated in the research. 97.3% of the students have a smartphone but 2.7% of the students do not have a smartphone. Also 81.8% of the students have the smartphones with internet connection. When it comes to the frequency of playing digital games 33.7% of the students play digital games everyday, 14.1% play digital games three or four days a week, 25.3% play digital games one day or two days a week, 16.2% play digital games a few times a month. When it comes to the frequency of daily digital gaming 20.5% of students play digital games less than an hour, 21.7% of students play one or two hours, 9.6% of students play three or four hours, 1.2% of students play for five or six hours and 1.2% of students play 7 hours and more. When students are asked where to play their digital games, 50% of students play their digital games on the smartphone, 3.3% of students play digital games on tablet, 3.3% of students play digital games on game console, 6.2% of students play digital games on PC, 34.4% of students play on their laptops. 72.2% students who play digital games say that they play single-user digital game. 27.3% of students say that they play multiuser digital games. When it comes to multiuser digital games, 0.7% of students say that they play with their parents, 23.4% of students say that they play with their friends, 75.9% of students say that they play with unfamiliar people on the internet. 19.1% of students say that they go to the internet cafe to play digital games. When the findings obtained from research are

James Ryan Paredes

Online video games are video games played online via a mobile device, and are particularly popular when downloaded for free (e.g., “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). It is also one of the main entertainment features on smartphones, and this could be potentially problematic in terms of dependent use among the students. Moreover, the purpose of this study is to enlighten the students and increase consciousness regarding the effect of mobile game addiction and to advocate prevention towards this problem. Comprehending the gathered data, the researcher decided to conduct this study to find out the effect on the students. In addition, it also aims to suggest possible solutions and preventions to the rapidly increasing of too much usage of online video games that may lead to addiction.


Astrophysical Journal

Matteo Colombini

Iranian Journal of Information Processing & Management

Saman Zeinaliee

John A. Adams

Revue Philosophique de Louvain

Xavier Kieft

대전건마 DaLPØChA 4ㆍnEt 〖달 포 차〗

dariniii cgfjhsrt

Berkan ZÖHRA

Thin Solid Films

Giovanna Corsi

Brain Sciences

Salah Abusnana

Ethnic and Racial Studies

Yossi Shavit

MOJ Anatomy & Physiology

Buse Kayhan

The Journal of Rheumatology

Gustavo Citera

Applied Physics Letters

Journal of Molecular Liquids

Dr. D. Madhavi Latha

Hagar Saleh

International Journal of Pharmaceutics

joel chopineau

Pediatric Gynecology

Salah Radwan

jhjfgd hjgfrfd

jhkghjf hfdgedfg

Social Currents

Tongtian Xiao

Anthropology & Education Quarterly

Celia Haig-Brown

Family & Community Health

Jillon Vander Wal

Lauren Coats

Journal of Neuroscience Research

Sharon Juliano

Sumaya Najjar

  •   We're Hiring!
  •   Help Center
  • Find new research papers in:
  • Health Sciences
  • Earth Sciences
  • Cognitive Science
  • Mathematics
  • Computer Science
  • Academia ©2024


  1. Mobile Games Dissertation

    mobile games introduction for thesis

  2. Mobile Games Dissertation

    mobile games introduction for thesis

  3. Introduction to games

    mobile games introduction for thesis

  4. Presentasi seminar mobile games

    mobile games introduction for thesis

  5. 🎉 Mobile game thesis sample. Free Examples of Thesis Statements: Tips

    mobile games introduction for thesis

  6. Android game thesis title proposal on education

    mobile games introduction for thesis


  1. Mobile Game Development Explained [2020]

  2. Making a Mobile Game with Javascript

  3. Introduction

  4. I Made a Multiplayer Game for My CS Thesis

  5. How to Concept a Mobile Game [2021]

  6. 1. Introduction to Game Theory


  1. (PDF) Mobile Gaming

    The evolution of mobile gaming took several, diverging directions from the start. Christian. McCrea (2011) has discussed two related and parallel developments, distinguishing between. 'mobile ...

  2. (PDF) Effects of mobile gaming patterns on learning outcomes: A

    outcomes, we suggest a conceptual fram ework which comprises two compone nts: 1 The game design patterns for mobile games established by Davidsson et al. (2004) 2 The taxonomy of learning outcomes ...

  3. Mobile Games and Academic Performance of University Students

    The distribution of users on device usage. reveals th at 89% are using mobile phones, 65% are using. smartphone, 38% are usin g laptops or desktop com puters. On. internet usage, a total of 84% ...


    examples provided. The game also went through a field test which resulted in some feature polishing before release. The outcome of this thesis "Math Jump" was published in the most common digital distribution platforms in the early spring 2013. KEYWORDS: game, gaming, gamification, learning, mobile, game design, business models, game theory

  5. PDF Game Development

    This thesis will go throughout the whole real process of creating a game by a single student without background in the game industry and will be a kind of work diary explaining all the difficulties found and the skills needed to do the game. 1.1. Background This bachelor's thesis is the final project of an Audiovisual Engineer of the

  6. University of Arkansas, Fayetteville ScholarWorks@UARK

    Hammer, J. (2012). The Design and Implementation of a Mobile Game Engine for the Android Platform. Computer Science and Computer Engineering Undergraduate Honors Theses Retrieved from This Thesis is brought to you for free and open access by the Computer Science and Computer Engineering at ScholarWorks@UARK.

  7. Literature Review of Location-Based Mobile Games in Education ...

    With the universal use of mobile computing devices, there has been a notable increase in the number of mobile applications developed for educational purposes. 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. In this literature review, we ...

  8. PDF Mobile Games and Academic Performance of University Students

    International Science, Technology, Engineering, Agri-Fisheries, and Mathematics (STEAM) research congress that was held last August 2018 at the Summit Hotel, Tacloban City, Philippines for the paper entitled "Canonical Correlation Analysis on Instructional Quality and Academic Satisfaction of College Students in. EVSU".

  9. PDF Players' Motivations to Participate the Mobile Game Design with ...

    The subject of the thesis is to discover. the motivations drive the players to participate the mobile game design. The thesis aims to. propose a new model and encourage future research and businesses to explore the potential. of players. The chapter ends with the structure of the thesis, which briefly lists the.

  10. PDF Launching and Marketing a Mobile Game

    bile game. It aims to understand the consumer and its perceptions, the optimal marketing mix, and the most efficient way of launching a mobile game. All of this is applied in a real world setting, using the up-and-coming mobile gaming company Boomlagoon as an exam-ple. The marketing mix, consumer decision making process, lean startup method, and

  11. PDF Mobile Games

    2015 John Wiley & Sons, Inc. Published 2015 by John Wiley & Sons, Inc. DOI: 10.1002/9781118290743.wbiedcs014. diferences in mobile operators' services. The distribution of handheld video games through sales in retail stores is also very diferent from the distribution of mobile phone games, which either come preinstalled to the handset, or are ...


    This chapter consists an introduction of the thesis, its purpose and research questions. ... mobile games is increasing its ranking and where people look for the mobile games, the answer is apps store where 50.2 percent of phone users access. Moreover, 33.1 percent

  13. Mobile Games Dissertation

    Mobile Games Dissertation - Download as a PDF or view online for free. ... 40227654 1 By Gilbert Giovanni Widjaja August, 2016 Thesis submitted in partial fulfilment of the Degree of Master of Science In Business Management (Entrepreneurship) ... 8 Chapter 1: Introduction ...

  14. (PDF) An Empirical Study on the Influence of Mobile Games and Mobile

    An Empirical Study on the Influence of Mobile Games and Mobile Devices for Contemporary Students' Education and Learning Behavior January 2022 Journal of Organizational and End User Computing 34(8 ...

  15. CHAPTER 1 Mobile games.docx

    CHAPTER 1 BACKGROUND OF THE STUDY INTRODUCTION Technology is a knowledge or set of tools that helps make things easier or resolve problems. [1] The role and impact of technology in both personal and working lives is growing. Understanding how people shape technology shapes people interaction with each other. The natural world is important not only for those people and organization that are ...

  16. Chapter 1 Introduction Background of the study

    Download Free PDF. View PDF. Chapter 1 Introduction Background of the study An online game is a video game that is either partially or primarily played through the internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles, and mobile devices, and span many genres including ...

  17. PDF Learning Foreign Languages through Mobile Game

    1 Introduction This master's thesis describes the process of building a mobile Graphic Adventure game targeted to help students of foreign languages to practice and learn their lan-guage of study. 1.1 Background Nowadays, due to the globalization, learning foreign languages has become a regular topic for students in general.

  18. Examining the antecedents and consequences of addiction to mobile games

    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. Increasingly, people are becoming addicted to such mobile gaming. Not many studies are available that have investigated ...

  19. PDF Mobile-games: Impact on the academic performance among hospitality

    mobile games got 65 or 65% are 2 hours below, while the remaining 28 or 28% belong to 3 hours to 6 hours and 7 or 7% belongs to the 7 hours and above. Most of the respondents spent 2 hours of playing mobile games. In the year 2020, almost 70% of the sample spent more than 2 hours per day on the internet, and roughly 30% spent

  20. PDF The Effect of Mobile Gaming in Academic Performance of Secondary

    I. INTRODUCTION Background and Context The rapid spread of mobile technology in recent years has significantly altered many facets of our lives, ... 53% of participants said they spent 0-2 hours per week playing mobile games. 26.7% played games for 3 to 5 hours. 13.3% of the time was spent playing.


    gacha games. Then revenue of mobile gacha games from various companies will be assessed, to prove how popular and profitable the gacha game industry is. Mobile gacha games analysis: This is the main part of the thesis. To answer previous research questions, various mobile gacha games will be looked into, they are play tested and analyze similar

  22. (Doc) Effects of Mobile Games (Mobile Legends) to The Behavior and

    Online video games are video games played online via a mobile device, and are particularly popular when downloaded for free (e.g., "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).


    As the questions were quite difficult to answer, the idea of the thesis appeared. The main goal of the thesis is to provide better understanding about mobile game monetization, define its strategies and mechanics, and study how different monetization models work in the mobile games that use free-to-play strategy.