This document discusses a dissertation report on studying mobile game addiction among students. It includes an introduction that defines addiction, mobile game addiction, and discusses the significance of studying this topic. It outlines the objectives to understand the effects of mobile game addiction on academic performance and physical health. The literature review discusses previous research on gaming addiction that found potential negative impacts on individuals and a need for standardized criteria and measurement tools.
E-commerce is a new way of conducting, managing an executing business transactions using modern information technology. E-commerce is a ‘commerce based on bytes’. E-commerce, defined simply, is the commercial transaction of services in an electronic format. In general terms, e-commercial is a business methodology that addresses the needs of organizations, traders and consumers to reduce costs while improving the quality of goods and services and increasing the speed of service delivery. It may also be referred to as the paperless exchange of business information using Electronic Data Interchange, Electronic Fund Transfer etc. E-commerce is not only about simple transactions of data but also general commercial acts such as publicity, advertisements, negotiations contracts and fund settlements. It refers to all forms of transactions relating to commercial activities including both organizations and individuals that are based upon the processing and transmission of digitized data, including text sound and visual images. E-commerce is thus a business practice and involves use of computers, computer system or computer networks.
E-commerce is a new way of conducting, managing an executing business transactions using modern information technology. E-commerce is a ‘commerce based on bytes’. E-commerce, defined simply, is the commercial transaction of services in an electronic format. In general terms, e-commercial is a business methodology that addresses the needs of organizations, traders and consumers to reduce costs while improving the quality of goods and services and increasing the speed of service delivery. It may also be referred to as the paperless exchange of business information using Electronic Data Interchange, Electronic Fund Transfer etc. E-commerce is not only about simple transactions of data but also general commercial acts such as publicity, advertisements, negotiations contracts and fund settlements. It refers to all forms of transactions relating to commercial activities including both organizations and individuals that are based upon the processing and transmission of digitized data, including text sound and visual images. E-commerce is thus a business practice and involves use of computers, computer system or computer networks.
Surface level observations of video game addiction and people .docxmabelf3
Surface level observations of video game addiction and people who identify as “gamers”
may lead to the assumption being made that this activity could lead to self imposed anti-social
behaviour being exhibited. As a group we unanimously shared this opinion that increased video
game consumption time would have a direct correlation to increased anti social behaviors being
exhibited in the individual. We initially formed this idea around personal experience from
observations of self identifying gamer friends of group members as well as from material and
media presented during the 401 lecture including a documentary style film on video game
addiction amongst adolescents in China and the extreme measures parents will take to “cure”
their afflicted child.
Video game access over a fairly recent and short amount of time has drastically changed,
going from only being able to play video games on consoles at home or arcades to now being
able to play high quality multiplayer games virtually anywhere on phones, tablets, and laptop
computers at a moments notice. A byproduct of this change in video game accessibility has
naturally lead to a huge increase in the number of people playing video games, along with
changing the definition of what traditionally might be thought of as a video gamer. By having
constant access to games on cell phones or other portable electronic devices the physical barriers
that might have seperated someone from a game addiction or the ability to play video games in
the past no longer exist. In addition to the ever increasing access to video games there has been
an increase in quantity of games made specifically to addict or entice the player to continue to
come back to the game to spend more and more time playing. This shift in game type and
development has been and is increasingly pushed by subscription models and in game currencies
to generate increased revenues for developers. These are just a few of the contributing factors we
took into account when formulating our hypothesis on researching if there was any connection
between video game consumption and antisocial behaviors.
With these factors in mind we began to pursue options to best go about researching this
link we had identified. Initially we had suspected there would have been a wealth of data and
prior research done regarding anti social behavior and video game addiction but with further
research we began to realize that while a number of recent studies all covered topics in this realm
they only circled the central aspect of our topic and didn't explicitly go into depth on this
suspected link. We did not get discouraged by this but instead became more empowered to use
the resources we had available to conduct our own research and use the prior research that had
been done to compare our methods and results against and act as a guide to find and remain on
the correct heading in pursuit of uncovering some trut.
The aim of this study was to verify the dimensions of Internet addiction in
Albanian. This study employed “Internet Addiction Scale for Adolescents” to
determine internet addiction. The verification of language equivalence, the
scale form was administered to 164 university students studying at AAB
College Faculty of Psychology and 61 High School students studying at the
British School of Kosovo (altogether 245). In addition, the Cronbach Alpha
internal srability coefficient was found to be .828. It was observed that the
factor load values of the scale items varied between .56 and .72. The KaiserMeyer-Olkin
coefficient (KMO) was 0.82 and the Bartlett x2 Sphericity
value was 605,874 (p<.000). In confirmatory factor analysis, it was seen that
the one-dimensional structure of the scale provided a good fit. [x
2
=63.168,
df=26, x2/df=2.42 RMSEA=.077, RMR=.069, S-RMR=.049, GFI=.95,
AGFI=.91, CFI=.94, NNFI=.90, IFI=.94]. The findings obtained as a result
of the validity factor analysis and the reliability of the scale show that the
Albanian scale is valid and reliable.
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
A Study on Gaming Addiction among Adolescents with Special Reference to Coimb...ijtsrd
Internet and gambling addiction are recognized as serious mental health threats, and excessive Internet use is associated with a range of negative psychosocial consequences. The aim of this review is to identify all previous empirical studies that have used imaging techniques to reveal emerging mental health problems in internet and gambling addiction from a neuroscientific perspective. A systematic literature search was performed and 18 studies were identified. These studies provide compelling evidence of similarities at different levels between different types of addiction, particularly substance addiction and Internet and gambling addiction. This paper demonstrates that understanding the neural correlates associated with the development of internet and gaming addiction will facilitate future research and pave the way for the development of addiction treatment approaches. The sampling method chosen in this study was non probabilistic sampling as the researchers chose a descriptive study design. In this study, researchers collected data from respondents using a targeted sample. A sample size of 50 was collected using an interview design. Ms. G. Lourds Shammine | Amirthavarshini. S "A Study on Gaming Addiction among Adolescents with Special Reference to Coimbatore District" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-7 | Issue-2 , April 2023, URL: https://www.ijtsrd.com.com/papers/ijtsrd56184.pdf Paper URL: https://www.ijtsrd.com.com/humanities-and-the-arts/social-science/56184/a-study-on-gaming-addiction-among-adolescents-with-special-reference-to-coimbatore-district/ms-g-lourds-shammine
An Exploratory Study on the Characteristics of the Elderly Internet AddictionJeong-hyeun Ko
This document was presented at The 20th IAGG World Congress of Gerontology and Geriatrics in Seoul lat year.
As more seniors use the internet, so the issue of the internet addiction among seniors will be surfacing shortly, even though it is not yet. Elderly people could be more drawn to the internet and more vulnerable to internet addiction because of their physical, mental, financial, social conditions. But there are rarely studies on this issue so far. So this study is aimed at investigating the characteristics of the elderly people's internet addiction and helping them not be addicted to the internet and make good use of it as their leisure activities.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
Hadi AlabdrabanabiConnie FarrelENG100-537 November,2016N.docxwhittemorelucilla
Hadi Alabdrabanabi
Connie Farrel
ENG100-53
7 November,2016
Negative Effects of Overusing Technology
Technology has become an essential part of people’s lives, and most individuals, especially the young generation, cannot live without it. It has many uses such as social networking, searching for information, entertainment, job searching, and conducting e-commerce. Nowadays, it is rare to find people without cell phones, computers, email, and social networking accounts such as Facebook and Twitter. A survey conducted by the Jed Foundation revealed that approximately 90% of college students utilize technology to keep in touch with their friends and family through social networking (Simpson). Moreover, uses such as conducting research work and entertainment have become popular over time. Nevertheless, it is important to ensure that people do not rely too much on technological devices. Despite its significant integration into people’s lives, the overuse of technology can have some adverse effects on individuals and the societyFirst, overusing technology hinders the development of cognitive processes. According to Hatch (19), it affects development of the brain especially among children and adolescents and can cause CPA (Continuous Partial Attention) condition. Information overload induces this condition in the brain and affects its ability to process ideas and create various meanings. Currently, technology entails constant streaming of information into people’s lives through the use of computers, mobile phones, and millions of functional digital applications. From a majority perspective, these applications make life easier by reducing the time it takes to conduct business, keep in touch, and perform necessary tasks. However, they are the primary source of distractions from essential tasks. Studies show that social media and entertainment are the main sources of work disruptions thanks to people always checking their online updates. As a result, they cannot focus or conduct their job efficiently due to paying only partial attention.
Similarly, constant use of technology affects the way the brain absorbs new information and can lead to divided attention when performing different tasks. Studies indicate that distractions caused by social media and entertainment cause people to shift their attention to several different things, never at any one time focusing on completion of a single task (Hatch 20). Many technology users believe that they are capable of skills such as multitasking because they own a variety of tech devices that help them to accomplish different tasks. Nevertheless, studies show that whereas such people can split their priorities among many tasks, they eventually become unable to focus due to continuous bursts of new information. The result is that multitaskers develop problems in shutting out irrelevant information and experience higher stress levels in their brains. Likewise, people who heavily rely on technology become accustomed ...
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
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How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
to study a students perception and addiction about various Mobile games.
1. 1
A
DISSERTATION REPORT
ON
“TO STUDY A STUDENT’S PERCEPTION & ADDICTION TOWARDS
PLAYING MOBILE GAMES”
SUBMITTED TO
SAVITRIBAI PHULE PUNE UNIVERSITY, PUNE
In partial fulfilment of the requirement for the award of the degree of
MASTER OF BUSINESS ADMINITRATION
SUBMITTED BY
SAURABH BALASAHEB SHETE
UNDER THE GUIDANCE OF
MR.S.D.KHARDE
THROUGH
AMRUTVAHINI SHETI & SHIKSHAN VIKAS SANSTHA’S
AMRUTVAHINI COLLEGE OF ENGINEERING, DEPARTMENT OF MBA
SANGAMNER- 422608
2019-20
2. 2
DECLARATION
I the undersigned, hereby declare that the Dissertation Report entitled “TO STUDY
A STUDENT’S PERCEPTION & ADDICTION TOWARDS PLAYING
MOBILE GAMES” Written and submitted by me to the Savitribai Phule Pune
University, in partial fulfilment of the requirements for the award of degree of
Master of Business Administration under the guidance of Mr. S. D. Kharde. This
is my original work and the conclusions drawn therein are based on the material
collected.
Place: -Sangamner Saurabh Balasaheb Shete
Date: -/ / 2020 MBA (Marketing)
3. 3
ACKNOWLEDGEMENT
I take this opportunity to extend my heartfelt gratitude to all those people, without
their support and co-operation it would not have been possible to make this report
successful.
I’m thankful to my college and the Principle Of my college Dr. M. A. Venkatesh to
give me an opportunity to represent my ability. I especially would like to thank the
Head of the Department and my dissertation report guide Mr. S. D. Kharde for his
motivation & support during this report work. I would like to thank to all teaching
faculty of department for their support in work successfully for their active
involvement in this project work. I would like to thank all my friends who have
directly or indirectly helped me.
Place: -Sangamner Saurabh Balasaheb Shete
Date: - / / 2020 MBA (Marketing)
4. 4
EXECUTIVE SUMMARY
Research into Mobile Game and Internet addiction is a relatively little studied
phenomenon, although there is more research regarding adolescent mobile game
addiction than there is on adolescent Internet addiction. Mobile games have a more
pronounced addictive effect in young children, but less of an effect once they have
reached their adult years.
It appears that excessive mobile game playing can have potentially damaging effects
upon a minority of individuals who display compulsive and addictive behaviour, and
who will do anything possible to “feed their addiction.” Using these individuals in
research would help to identify the roots and causes of addictive playing and the
impact of such behaviour on family and school life. This would help to determine the
variables that are salient in the acquisition, development and maintenance of video-
game addiction.
Research shows that young children are most susceptible to Mobile game addiction,
since many in this age group generally lack the self-discipline needed to limit the
amount of time they spend playing games. Additionally, many children struggle with
distinguishing fact from fiction in virtual reality, and are easily influenced by games
that condone violence and negative behaviour. When exposed to a significant amount
of gaming at a young age, children are at higher risk for addiction and other
behavioural health problems that develop later in life.
My study objective is to study the addiction of mobile game in India. To Identified the
problems of games addictive students & which are affecting by mobile games
addiction in India. After this report the society will find out the solution of mobile
games addictive student problems.
This information is collected from the students of Ahmednagar and Nasik. The
findings of the study are based on the information retrieved by the selected unit. The
data is collected a specific time period.
5. 5
INDEX
Chapter
No.
Contents Page No.
01 Introduction 7-10
02 Objective, Scope and limitation of study 11
03
Review of Literature and Conceptual
Background
12-15
04 Research methodology 16-17
05 Theoretical background 18-22
06 Data analysis and interpretation 23-37
07 Finding 38-39
08 Suggestions 40
09 Conclusion 41
10 Annexure 42-44
11 Bibliography 45
6. 6
TABLE INDEX
Table
No.
Table Title Page No.
1. Gender comparison statistics 23
2. Age Group of Mobile Game Player 24
3. Mobile Games have you played by gamers 25
4. Mobile game did like the most by students 26
5. Mobile Game are they playing right now 27
6. how much time did they spend for playing mobile
games in a day
28
7. spend too much time on mobile to playing games 29
8. Tried repeatedly in the past to stop playing the mobile
games completely and have not succeeded
30
9. They feel that playing mobile games is a way to escape
from their problems
31
10. Part of the day did they play your mobile game 32
11. skip meal or sleep just to finish your game session 33
12. How violent is the content of their favourite game 34
13. depression, sleeping disorder & other health related
issues due to playing mobile games
35
14. Playing mobile games to avoid the mental stress and
personal problems of regular college life
36
15. play mobile games at college hours 37
7. 7
INTRODUCTION
MOBILE GAMES ADDICTION
Background
With the fast development of mobile technology, many functions of desktop
computers have been transferred to mobile devices like IPad and smartphone, which
is especially the case for game applications. Mobile video games refer to games
played by either single or multi players via online mobile devices. These games are
particularly popular when they can be downloaded for free (e.g., “premium games,”
which are free but customers pay for extra features). The latest China Internet
Network Information Centre’s (CNNIC) report revealed that the growth rate of
mobile online game has reached 9.6% and adolescents are the main user group. In
comparison with most segments of society, adolescents are more vulnerable to
Internet-related addiction because of their psychological and developmental
characteristics, the easy access to Internet with a portable device, and the positive
expectation of mobile gaming. It has been demonstrated that video game addicts
suffered poorer mental health and cognitive functioning, and increased emotional
difficulties, such as enhanced depression and anxiety, as well as more social isolation.
Despite this, relatively few studies have examined the relationship between mobile
game addiction and mental health outcomes. This is because, so far, no measurement
especially designed for mobile game addiction has been developed. In literature,
problematic mobile video gaming has been defined as a phenomenon in which users
strongly rely on mobile games and cannot help playing them repeatedly over a
comparatively long period. Previous studies of Internet gaming disorder (IGD) have
mainly focused on traditional online gaming addiction based on a desktop computer.
However, recent research has suggested that there were only moderate correlations
between the different forms of Internet addiction. In addition, although mobile game
addiction has some similarity with traditional desktop computer online game
addiction, there are still obvious differences. Specifically, mobile video games are
characterized by portability, immediacy, and accessibility, which may increase the
risk for addictive behavioural patterns and, thus, more severe mental health problems.
8. 8
Additionally, most prior studies have treated social anxiety, depression, and loneliness
as risk factors for Internet-relevant addiction, whereas, few studies have examined the
alternative direction. A relevant study found that the relative risk for depression in
students with Internet addiction after months was 1.5 times higher than that of non-
Internet addiction participants, after controlling for potential confounding variables
(gender, study burden, age, rural, or urban school). This indicated that Internet
relevant addiction may also lead to depression and loneliness. Another reason for
conducting the current study was because the relationship between playing video
games and psychological adjustment during adolescence is relatively scarce, which is
especially true for investigating the association between playing video games and
social anxiety among adolescents. Therefore, an investigation on this issue can help us
understand how mobile game addiction may hinder adolescents' social development
and would provide some guidance for mental health education practice.
What is addiction?
Addiction is a psychological and physical inability to stop consuming a chemical,
drug, activity, or substance, even though it is causing psychological and physical
harm. The term addiction does not only refer to dependence on substances such as
heroin or cocaine. A person who cannot stop taking a particular drug or chemical has
a substance dependence. Some addictions also involve an inability to stop partaking in
activities, such as gambling, eating, or working. In these circumstances, a person has a
behavioural addiction. When a person experiences addiction, they cannot control how
they use a substance or partake in an activity, and they become dependent on it to
cope with daily life.
What is mobile games addiction?
Mobile game addiction, also known as gaming disorder or internet gaming disorder, is
generally defined as the problematic, compulsive use of mobile games that results in
significant impairment to an individual's ability to function in various life domains
over a prolonged period of time.
Significance of study about mobile games addictions------
Mobile game addiction is defined as impulse control disorder, which does not involve
use of an intoxicating drug and is similar to pathological gambling. Also, it is also
9. 9
referred to mobile game overuse, pathological or compulsive use of computer games
and mobile games. Due to excessive use of mobile games there is effect in their
personal traits like anxiety, sensation seeking, neuroticism, and aggression which are
the symptoms that a person is under the development of gaming addiction. Brain is
also affected in computer addiction; regions of the brain associated with cravings in
substance abuse also appear to be activated in gaming addicts when they view images
of video games. There are two types of gaming, “excessive gaming” and “addictive
gaming” these two types of gaming is different from each other; the difference
between “excessive gaming and “addictive gaming” is that two gamers may play for
an identical number of hours each day, but their psychological motivation and the
meaning that gaming has within their lives can be very different. Gaming addiction
should be defined by how much the negatively impacts other areas of life, not by how
much time is spent playing. In a volunteer sample, 41% of online gamers
acknowledged that they use gaming as an escape. In the same sample, 7% were
viewed as “dependent”. These gamers possessed several behavioural attributes that
are related to more well-established forms of addiction (e.g., mood modification,
tolerance, & relapse). Most mobile gamers are male. Among male gamers, more
severe online gaming addiction is correlated with older age, lower self-esteem, and
lower dissatisfaction with daily life. This relationship did not hold true for female
gamers. Excessive use of technology is relatively rare. Compared to females, males
are more likely to develop a gaming addiction. Boys are more likely to play
aggressive or violent games while girls are more likely to play platform and puzzle
games. Gaming addiction is associated with higher rates of anxiety and depression,
and poorer academic performance. Gaming addiction is negatively associated with
academic achievement. So far there are no studies conducted as to the percentage of
senior high school students who are hooked to mobile games, thus, this study would
like to find out factors why students are addicted to mobile games.
Specifically, the following questions will be answered:
• What are the effects of online game addiction in them?
• Academic performance
• Physical Health
10. 10
What are the effects of mobile games addiction in them?
Consequences of mobile game addiction can showcase in a number of ways,
including wrist, neck and elbow pain, skin blisters, calluses and sleep disorders. Long-
term addiction could lead to obesity, weakness or numbness in the hands (peripheral
neuropathy) and even blood clots. The desire for escapism and social acceptance may
not be the only cause of mobile game addiction. Numerous studies have sought to
establish the relationship between mobile game addiction and other mental health
problems.
Academics performance
It can be hypothesized that spending more than 10 hours per week playing video
games can have a negative effect on student academic performance. However; playing
less than ten hours per week will have little if any effect on academic performance.
Physical health
There was a significant positive correlation between students mobile games addiction
and their physical and mental health in dimensions of physical health, anxiety and
sleeplessness There was a significant negative relationship between addictions to
mobile games and impaired social functioning.
11. 11
OBJECTIVE, SCOPE & LIMITATION OF THE STUDY
OBJECTIVE
• To Study a Student’s Perception & Addiction about various Mobile Games.
• To know the Impact of Mobile Games on Students
SCOPE
• To know the mobile games addiction.
• To know the ground level reality about health issues regarding.
• To know the how to handle a problem of Addictive students.
LIMITATION
• Results are related to students of colleges in Ahmednagar & Nashik district.
• Limitation of time
• Erroneous findings
• In experience research staff. Due to only few days is time and limited
resources constraint the scope of the Dissertation was limited.
12. 12
LITERATURE REVIEW
During recent years gaming addiction has received increased attention from
psychologist, psychiatrist, parents, teachers, media, and mental health organizations,
to some extent, by gamers all over the world. Some researchers use the terminology of
problematic or excessive game usage instead of disorder to denote the harmful use of
mobile game playing. Based on published empirical studies, most of them from early
2000 to date, it appears that excessive game play or game addiction have potentially
damaging effects on individuals, in the same way as other traditional addictions,
including substance use addictions. Moreover, there are no uniform, psychological or
physiological screening criteria available and field has been hindered by use of
inconsistent and non-standardized criteria to detect mobile game addiction. Most of
the recruitment methods have serious sampling biases with over reliance on self-
selected samples. Clearly there exists a gap in current established understanding of
gaming addiction. There is a need of epidemiological research to determine the
occurrence and prevalence of clinically significant problems that are associated with
gaming addiction, to ensure recovery and treatment in a better way briefly discussed
in this review.
Articles about Gaming Addiction
1) Measuring dsm-5 internet gaming disorder: development and validation
of a short psychometric scale.
Authors- Halley M. Pontes
Mark D. Griffiths
Despite the large growth on gaming behaviour research, little has been done to
overcome the problem stemming from the heterogeneity of gaming addiction
nomenclature and the use of non-standardised measurement tools. Following the
recent inclusion of internet gaming disorder [IGD] as a condition worthy of future
studies in the fifth edition of the Diagnostic and Statistical Manual of Mental
Disorders [DSM-5], researchers have now an opportunity to reach consensus and
unification in the field. The aim of this study was to develop a new nine-item short-
form scale to assess internet gaming disorder (IGDS-SF9) and to further explore its
psychometric properties. A sample of 1,060 gamers (85.1%males, mean age 27 years)
13. 13
recruited via online gaming forums participated. Exploratory factor analysis [EFA],
confirmatory factor analysis [CFA], analyses of the criterion-related and concurrent
validity, reliability, standard error of measurement [SEM], population cross-validity,
and floor and ceiling effects were performed to assess the instrument’s psychometric
properties. The results from the EFA revealed a single-factor structure for IGD that
was also confirmed by the CFA. The nine items of the IGDS-SF9are valid, reliable,
and proved to be highly suitable for measuring IGD. It is envisaged that the IGDS-
SF9 will help facilitate unified research in the field.
2) Gaming and Gamers
Author-MAEVE DUGGAN
The public is closely split on some other major debates surrounding the content of
games and their impact on users. For instance, a quarter of all adults (26%) think most
video games are a waste of time, while 24% think most games are not a waste of time.
One-third think some games are a waste of time while others are not. And 16% of the
public is unsure what to think about this issue. A similar pattern is evident on the
question of whether or not “most games help develop good problem solving and
strategic thinking skills.” Some 17% of adults think this is true of most games, while
16% think this is not true of most games. Additionally, 47% think this is true of some
games but not others, and 20% are not sure. Asked whether games promote teamwork
and communication, 23% of adults do not think most games promote these traits –
more than double the 10% who think most games do promote these qualities. Some
37% think some games but not others promote teamwork and communication, while
28% say they are unsure. Similarly, 30% of adults do not think most games are a
better form of entertainment than TV, almost triple the 11% who think this is true.
3) The Internet Gaming Disorder Scale.
Authors- Lemmens JS
Valkenburg PM
Gentile DA
Internet Gaming Disorder (IGD) was recently included as a condition for further study
in the fifth and latest version of the Diagnostic and Statistical Manual of Mental
14. 14
Disorders. The present study investigated whether the IGD criteria comprise a
unidimensional construct. Data stemmed from a sample of Norwegians aged 17.5
years in 2012 and 19.5 years in 2014 (N = 1258). The study used the Moken scale
analysis to investigate whether the score of the different items on the IGD scale
measured a single latent variable and if the scale functions differently for males and
females. Correlation analysis was conducted between the scores on the IGD scale
(count) and the Gaming Addiction Scale for Adolescents (GASA, categorical), both
assessed in 2014. Negative binomial regression analyses were applied in order to
investigate how different predictors of mental health assessed in 2012 were associated
with IGD assessed in 2014. The Moken scale analysis showed that all item-
coefficients of homogeneity exceeded 0.3 when the whole sample completed the scale
and when females completed the scale, indicating that the items reflect a single latent
variable. In both cases moderate (H > 0.40) unidimensional was shown. The item
measuring “tolerance” did not exceed 0.3 in the scale when completed by males,
indicating that only eight out of nine items reflect a single latent variable when
applied to males only. The eight-item scale containing males showed weak (H > 0.30)
unidimensional. The correlation analysis showed a positive correlation between the
scores on the IGD scale and the GASA (r = 0.71, p < 0.01) when assessed
simultaneously and a positive but lower correlation (r = 0.48, p < 0.01) when assessed
longitudinally. Results from the negative binomial regression analysis showed that
previous video-game addiction, being male, depression, aggression and loneliness
were significant predictors of IGD. The associations were small for all independent
variables except previous video game addiction and gender where the associations
were large. Although the results from the correlation analysis and regression analysis
showed predictive validity of the scale, the results from the Moken analysis suggest
that the IGD scale may not be applied as a unidimensional scale when the tolerance
item is included.
Books About Addiction
1) Game addiction: the experience and the effects
Author: Neils Clark
P Shavaun Scott
15. 15
The book talks about how long video gaming sessions can affect the person playing
greatly. It tries to show the signs of the people that they are very much addicted to the
system that they play. The facts in the book are very strong and will encourage people
to keep their children away from video games.
2) Internet Addiction and Online Gaming (Cyber safety)
Author- Samuel McQuade
Marcus K. Rogers
Sarah E. Gentry
James P. Colt
The Internet is available anytime, anywhere thanks to a host of wireless
communications and mobile computing devices. This accessibility makes it difficult
for people with online addictions or compulsions to avoid the object of their fixation.
Any excessive online activity that leads to personal, family, or community problems
can be considered an Internet addiction, and compulsive behaviours can take the form
of online and electronic gaming, compulsive shopping, or frequenting chat rooms and
social-networking sites.
Internet Addiction and Online Gaming discusses the nature of these problems, their
impact on society, and how readers can watch out for emerging addiction in
themselves and in others. Aside from the damage addictions can do to someone's
personal life, there are also technological risks from malware, viruses, and malicious
hackers. Teens will learn how to use information technology wisely and safely and
how to protect themselves from these damaging behaviours.
Chapters and topics include:
-Attitudes, behaviours, and characteristics of online addicts
-Social computing and online addictions
-The personal and economic harm of online addictions
-Responsible, safe use of the Internet
-The role of educators, government, and parents
16. 16
RESEARCH METHODOLOGY
Introduction-
Research is the work that involves studying something and trying to discover facts
about it. Research is the way by which we can study something and also getting some
knowledge by using this Knowledge we can do some improvement in that.
SCOPE OF THE STUDY
TYPES OF RESEARCH DESIGN: -
Research Design: Following steps are included in research designs which are as
follows:
1. Define research objectives – decide very specifically the questions that need to
be answered.
2. Do preliminary research – collect any information that will help define the
objectives more clearly, including existing statistics on the industry or the
target constituency.
3. Design the formal research – develop the data collection instruments, decide
on how the target group will be sampled.
4. Analyse the data – analysis, interpret, and reports the results
Descriptive Research: -
Researcher has adopted descriptive research design because, a descriptive research is
undertaken when researcher wants to know the characteristics of certain group.
Method of Data Collection:
Data Collection
1) Primary Data 2)Secondary Data
a) Primary data:
First of all, the sources of primary data from various sources should be explored &
examining the possibility of their use for study.
17. 17
For getting correct & in same form information structured questionnaire is formed
before starting of dissertation. On that structured questionnaire survey is done. In this
dissertation primary data is collected from the questionnaire.
b) Secondary data:
1. For e.g. the secondary data is collected from various business newspapers,
websites, journals & various magazines etc.
2. In this project secondary data is collected from the company records & data
3. Secondary data was collected through internet, journals and books.
Sample design: -
It is way of selecting sample.
1) Simple random sampling
Sample Unit: -
Researcher had taken 105 College students as a sampling unit.
Sample Size: -
For the purpose of study researcher had taken 105 students as a sample.
Sample area: -
Researcher has conducted the survey of students of colleges in Ahmednagar, Nashik
District.
Research instrument: -
Researcher has used questionnaire as a research instrument for collection of primary
data.
Statistical Tools: -
For the analysis of data researcher has used table, histogram etc. and some statistical
tools like simple percentage for measuring demand.
18. 18
THEORETICAL BACKGROUND
Mobile Game Addiction and Depression
Internet game addiction is characterized by cognitive and emotional deficits. Previous
studies have reported the co-occurrence of Internet addition and depression. In
addition, a longitudinal study found that Internet game addition or depression severity
at an earlier time positively predicted the depression/Internet game addition severity
at a later time, which indicated that a possible bidirectional relationship existed
between online gamers' depression symptoms and addiction. People cope with their
emotional distress by playing online games, but the excessive use of online games for
a long time may separate individuals from real-life relationships, thus causing severer
mental health problems, such as depression. Therefore, in this study, we would expect
a positive relationship between mobile game addition and depression.
Mobile Game Addition and Loneliness
Loneliness is defined as an unpleasant experience that derives from important
deficiencies in a person's network of social relationships. Previous studies have
consistently confirmed the connection between loneliness and online game addiction.
Furthermore, loneliness is not only the cause of online gaming addiction but also the
consequence; there is a possible reciprocal relationship. Prior research has indicated
that, although playing online games may temporarily provide an escape from the
negative feelings associated with social deficiencies, excessive gaming does little to
facilitate the development or maintenance of real-life relationships. Instead, the
substitution for interpersonal interactions in real life may exacerbate the deterioration
of existing social relationships, thereby increasing loneliness. Thus, we would expect
a positive association between mobile game addiction and loneliness in this study.
Social Anxiety
Social anxiety, which is the most common anxiety disorder in adolescence, is the state
of tension or discomfort experienced by individuals in social situations. The
investigation on the potential effects of mobile game addiction and adolescence social
anxiety is of importance considering that approximately one third of adolescents meet
the criteria for an anxiety disorder. Some literature indicates that Internet addiction,
smartphone addiction, and online game addiction were all associated with an
19. 19
individual's social anxiety. Individuals with a serious tendency for online gaming
addiction have significantly higher social anxiety levels than those who use online
games normally. investigated the potential effects of online games on the quality of
interpersonal relationships and levels of social anxiety. The results indicated that the
quality of interpersonal relationships may be undermined and the amount of social
anxiety may increase when teenagers spend more time playing online games. In the
current study, we would expect a positive association between mobile game addiction
and social anxiety.
Gender Difference
Gender has been proposed as an important factor in influencing Internet use and its
outcomes regarding mental health. Evidence has suggested that males have a
predilection toward activities that involve explosive action and combat, while females
are drawn toward activities that are more social and communication focused. Females
received more family supervision, which may prevent them from developing Internet
addiction. In a more recent study, female video game addicts displayed significantly
more somatic difficulties than male addicts. They further argued that female addicts
may be uniquely at risk for negative physical health outcomes and sleep disturbances.
Significant gender difference was also revealed on the association between family
function and Internet addiction among adolescence. Females showed more negative
consequences of its maladaptive mobile phone use. These studies highlighted the need
to explore gender differences in mobile game addition and mental health problems
further.
Psychology of Game Addiction
The proposed Internet game addiction criteria was based on nine factors criteria
including obsession with game playing, withdrawal feeling in the absence of game
playing, tolerance in the terms of spending most time busy in games, uncontrolled
behaviour towards game playing, in spite of realizing negative psychosocial concerns
continue to play excessive games, loss of interest in all other activities, use of games
playing to relieve dejected mood, deceive family, friends and other related people and
work for the sake of game playing, and endangered or lost close relations, job or
education of game playing activity.
20. 20
Some negative psychosocial and psychological consequences of being addicted to
gaming include loss of time at work; less attention to education leading to lower
academic achievements and interests; ignoring close relations, family members and
friends; decrease in rest and sleep; depression; ignoring life goals; increasing
loneliness; aggressive behaviour; maladaptive cognition; inattention; and suicidal
thoughts.
A comprehensive review examined the criteria for psychometric assessment of
pathological video game playing based on 63 quantitative studies including 18
instruments (N= 58,415). Concluded key limitations included nonconsistency in
reporting of main addiction indicators, variations in evaluation of cut-off scores to
judge the clinical status, lack of chronological dimension criteria, and inadequacy in
data for prediction validity and reliability, and inconsistency in dimensionality.
It was observed by research that the children playing video games tend to act like the
characters in the game. Video game addictions are related to depression, lower
academic achievement, and conduct problems. In this situation many psychological
studies are referring this widely growing problem.
Psycho-physiology of Game Addiction
There is not very much invading of this area for game addiction, some researchers
have tried to find the neurobiological correlates of game addiction physiologically
which are discussed in this section:
With regard to obtaining objective data, neuroimaging studies have an edge over
traditional survey-based studies and behavioural research by highlighting problem
regions and underlying causes exactly to define more appropriate treatment.
Neurobiological changes in four major domains in addictions most commonly reward
processing, impulsivity, cue reactivity and decision making. Literature review have
indicated that almost all age groups including the children and adolescents are being
involved in game addictions, in similar manner as adults involved in drug or any other
substance addictions.
Different mental disorders are associated with the internet gaming problem like panic,
depression, stress and anxiety, social phobias, autism, attention deficit hyperactivity
21. 21
disorder are few to name here. As a matter of fact, pathological video gaming has
potentially serious mental health consequences.
The negative consequences of online gaming are associated with psychological
dependency and an inability to self-regulate play. Online game addiction causes
impair physical and mental health, personality development and interpersonal
relationships. It was observed that a positive correlation exists between the video
game addiction and the negative personality traits like self-centeredness, anxiety,
moodiness etc.
Video Games Important for Life
Video game addiction is considered as an impulse control disorder with psychological
consequences but there had been a long history of using video games in therapeutic
capacity including rehabilitations for patients suffering from strokes, trauma, brain
injuries, burn victims, children undergoing chemotherapy treatment process, children
with muscular dystrophy, autistic children, and people undergoing through stresses or
overcoming life challenges etc. are few to list here. In short video games seem to have
very positive therapeutic potential in addition to entertainment value.
Many positive applications in education and healthcare have been developed and used
by people. There would be a considerable success when the games would be designed
for specific problem or to enhance some specific skill. Above all this generalizability
is very important factor outside the game playing situation. This does not mean that
all commercial games may be used for therapy as therapy tool, as they lack the
carefully standardized conditions for any particular therapy issue. Moreover, with
advancement in artificial intelligence there may be new avenues for clinicians to
explore therapeutic use in much more effective way.
Preliminary research has also revealed quantifiable improvements in neural
processing efficiency by playing some specific types of games. In addition to these,
other benefits of playing games include improved problem solving skills ; improved
creativity; high levels of motivation and optimistic behaviour toward facing failures,
triggering of positive emotional experiences ; distraction from pain in patients
undergoing prolonged invasive cancer treatments; psychotherapeutic effects in
children; and physical therapy and rehabilitation uses in patients following trauma or
other injuries.
22. 22
Due to extensive use of attention systems, action video games may be helpful in
improving the attention responding skills. Some neural correlates have found the
relationship between the visuospatial skills and structural volume enlargements of
right hippocampus, both in video game addicts and the people trained for video game
experimentally.
Video games offer potential cognitive, motivational, emotional, social, and
educational benefits. It was found that playing Tetris decreased cravings for drugs,
food and activities including gaming. Now schools are building learning-based games
increasingly. Research is required to carefully design the games with specific
conditions to use them for productive reasons.
In short it can be concluded that games are necessary for a healthy life and for
refreshment, positive brain training and to enhance mental skills, but excess of
everything is bad. There is a need to have check on playing habits, and timings to
remain in safe limits.
23. 23
DATA ANALYSIS AND INTERPRETATION
1) Gender comparison statistics: -
Table No- 01
Gender No. of Respondents No. of Respondents (in %)
Male 79 75.23 %
Female 26 24.77 %
Total 105 100 %
Graph No-01
Approximately 75% males are playing game on their mobile phone as well as only 25
% females are playing mobile games.
0.00%
10.00%
20.00%
30.00%
40.00%
50.00%
60.00%
70.00%
80.00%
Male Female
75.23%
24.77%
Gender Comparison Statistics
24. 24
2) Age Group of Mobile Game Player
Table No-02
Age Group No. of respondents No. of respondents (in %)
16 to 19 years 42 40 %
20 to 22 years 41 39.04 %
23 to 25 years 18 17.14 %
Above 25 years 4 3.82 %
Total 105 100 %
Graph No-02
From the above graph, it is observed that the 16 to 19 years old students found to
be more active in playing mobile games. Hence 20 to 25 years age group students
are found active in 56 % cases.
0.00%
5.00%
10.00%
15.00%
20.00%
25.00%
30.00%
35.00%
40.00%
16-19 Yrs 20-22 Yrs 23-25 Yrs above 25 Yrs
40.00% 39.04%
17.14%
3.82%
Age Group
25. 25
3) Which of the following Mobile Games have you played?
Table no-03
Mobile Game No. of respondents No. of respondents (in %)
Subway surfers 51 48.57 %
Candy crush saga 67 63.80 %
Ludo king 45 42.85 %
PUBG 78 74.28 %
Clash of clans 52 49.52 %
Call of duty Mobile 29 27.61 %
WCC-2 48 45.71 %
Gerena free fire 17 16.19 %
Teen patti 54 51.42 %
Pokemon GO 10 9.52 %
Others 33 31.42 %
Graph No-03
It is observed that PUBG, Candy crush Saga, Ludo king, Teen Patti, world cricket
championship-2, clash of clans, subway surfers are more played by any of the mobile
game player.
0.00%
10.00%
20.00%
30.00%
40.00%
50.00%
60.00%
70.00%
80.00%
48.57%
63.80%
42.85%
74.28%
49.52%
27.61%
45.71%
16.19%
51.42%
9.52%
31.42%
Which of the following Mobile Games have you
played?
26. 26
4) Which Mobile game Do you like the most?
Table no-04
Mobile Game No. of Respondents No. of Respondents (in %)
PUBG 31 29.52 %
CLASH OF CLANS 11 10.47 %
TEEN PATTI 10 9.52 %
CANDY CRUSH SAGA 12 11.42 %
LUDO KING 7 6.66 %
SUBWAY SURFERS 24 22.85 %
World Cricket Championship-2 9 8.57 %
OTHERS 1 0.95 %
Total 105 100 %
Graph No-04
From the above graph, it is cleared that PUBG and Subway Surfers are mostly like by
Mobile Game Players. Whereas, remaining mobile games are also like by game
players in some cases.
0.00%
5.00%
10.00%
15.00%
20.00%
25.00%
30.00%
PUBG Clash of
clans
Teen Patti Candy
crush saga
Ludo king Subway
Surfers
Wcc-2 Others
29.52%
10.47%
9.52%
11.42%
6.66%
22.85%
8.57%
0.95%
Which Mobile game Do you like the most?
27. 27
5) Which Mobile Game are you playing right now?
Table no-05
Mobile games No. of respondents No. of respondents (in %)
PUBG 33 31.42%
WCC-2 17 16.19%
Candy crush saga 20 19.05%
Clash of clans 14 13.33%
Ludo king 8 7.62%
Subway surfers 3 2.85%
Teen patti 8 7.62%
Others 2 1.92%
Total 105 100 %
Graph No-05
It is observed that most of the Mobile phone user are playing PUBG and Candy Crush
Saga right now. Whereas, WCC-2, clash of clans, Ludo king and Teen Patti are also
favouring in some cases.
0.00%
5.00%
10.00%
15.00%
20.00%
25.00%
30.00%
35.00%
PUBG WCC-2 Candy crush
saga
Clash of
clans
Ludo king Subway
surfers
Teen patti
31.42%
16.19%
19.05%
13.33%
7.62%
2.85%
7.62%
Which Mobile Game are you playing right now?
28. 28
6) Generally, how much time do you spend for playing mobile games in a day?
Table no-06
Time duration No. of respondents No. of respondents (in %)
30 minutes 51 48.57%
1 hour 46 43.81%
2-3 hours 5 4.77%
4-5 hours 2 1.90%
Above 5 hours 1 0.95%
Total 105 100%
Graph No-06
From the above graph it is observed that over 80% of mobile users are playing mobile
games till 30 minutes to 1 hour, and approximately 5-6% mobile users are playing
mobile game over 2 hours in a day.
0.00%
10.00%
20.00%
30.00%
40.00%
50.00%
30 minutes 1 hour 2-3 hours 4-5 hours Above 5 hours
48.57%
43.81%
4.77%
1.90% 0.95%
Generally, how much time do you spend for
playing mobile games in a day?
29. 29
7) Do you sometimes think that you spend too much time on your mobile to
playing games?
Table No-07
No. of respondents No. of respondents (in %)
Yes 44 41.90 %
No 41 39.04 %
Maybe 20 19.06 %
Total 105 100%
Graph No-07
From the above graph, approximately 60% of mobile users think that they are spend
too much time on mobile while playing mobile. Whereas only 40% of the students are
think they are not spending too much time on their mobile for playing mobile games.
0.00%
10.00%
20.00%
30.00%
40.00%
50.00%
Yes No Maybe
41.90%
39.04%
19.06%
Do you sometimes think that you spend too
much time on your mobile to playing games?
30. 30
8) Have you tried repeatedly in the past to stop playing the mobile games
completely and you have not succeeded?
Table No-08
No. of respondents No. of respondents (in %)
Yes 61 58.09
No 44 41.91
Total 105 100%
Graph No-08
From the above graph, generally 60% students told that they are tried repeatedly in
the past to stop playing the mobile games completely but not succeeded while 40%
students are succeeded.
0.00%
10.00%
20.00%
30.00%
40.00%
50.00%
60.00%
Yes No
58.09%
41.91%
Have you tried repeatedly in the past to stop
playing the mobile games completely and you have
not succeeded?
31. 31
9) Do you feel that playing mobile games is a way to escape from your
problems?
Total No-09
No. of respondents No. of respondents
Yes 56 53.33%
No 28 26.67%
Maybe 21 20%
Total 105 100%
Graph No-09
It is observed that over 70% of the students think that playing mobile games is a way
to escape from their problems and only 25% of students don’t think so.
0.00%
10.00%
20.00%
30.00%
40.00%
50.00%
60.00%
Yes No May be
53.33%
26.67%
20%
do you feel that playing mobile games is a way to escape
from your problems?
32. 32
10) Which part of the day do you play your mobile game?
Table No-10
No. of respondents No. of respondents
Morning 3 2.85%
Afternoon 20 19.02%
Evening 33 31.10%
Early Night 43 40.43%
Mid-night 7 6.60%
Total 105 100%
Graph No-10
From the above graph, approximately 40% students are playing mobile games in early
night session as well as 20 % and 30 % students playing games in afternoon and
evening respectively. And only few students are playing games in morning and
midnight.
0.00%
5.00%
10.00%
15.00%
20.00%
25.00%
30.00%
35.00%
40.00%
45.00%
Morning Afternoon Evening Early Night Mid-night
2.85%
19.02%
31.10%
40.43%
6.60%
which part of the day do you play your mobile game?
33. 33
11) Do you skip meal or sleep just to finish your game session?
Table No-11
No. of respondents No. of respondents (in %)
Yes 64 60.95%
No 41 39.05%
Total 105 100%
Graph No-11
From the above graph, it is observed that over 60% students skipped meal or sleep
just to finish their game session while 40% students are not skipping that activity.
0.00%
10.00%
20.00%
30.00%
40.00%
50.00%
60.00%
70.00%
Yes No
60.95%
39.05%
do you skip meal or sleep just to finish your
game session?
34. 34
12) How violent is the content of your favourite game?
Table No-12
No. of respondents No. of respondents (in %)
Nothing 48 45.72
Somewhat 22 20.95
Average 21 20
Too much 14 13.33
Total 105 100%
Graph No-12
It is observed that 45% students think that their favourite game have not any violent
content whereas 20% students think they are playing average or somewhat violent
containing games and 13% students thinks their favourite game are too much violent.
0.00%
5.00%
10.00%
15.00%
20.00%
25.00%
30.00%
35.00%
40.00%
45.00%
50.00%
Nothing Somewhat Average Too much
45.72%
20.95% 20%
13.33%
How violent is the content of your favourite
game?
35. 35
13) Do you feel any depression, sleeping disorder & other health related issues
due to playing mobile games?
Table No-13
No. of respondents No. of respondents
Yes 67 64.80%
No 20 19.04%
Maybe 18 17.14%
Total 105 100%
Graph No-13
From the above graph, 65% of students are facing heath related issues due to playing
mobile games.
0.00%
10.00%
20.00%
30.00%
40.00%
50.00%
60.00%
70.00%
Yes No May be
64.80%
19.04% 17.14%
Do you feel any depression, sleeping
disorder & other health related issues due
to playing mobile games?
36. 36
14) do you feel like you’re playing mobile games to avoid the mental stress and
personal problems of regular college life?
Table No-14
No. of respondents No. of respondents
Most of the Time 48 45.71
Occasionally 28 26.66
Not at all 29 27.63
Total 105 100%
Graph No-14
72% students said that they are playing mobile games to avoid the mental stress and
personal problems of regular college life.
0.00%
5.00%
10.00%
15.00%
20.00%
25.00%
30.00%
35.00%
40.00%
45.00%
50.00%
Most of the Time Occasionally Not at all
45.71%
26.66% 27.63%
do you feel like you’re playing mobile games to avoid the
mental stress and personal problems of regular college life?
37. 37
15) Do you play mobile games at college hours?
Table No-15
No. of respondents No. of respondents (in %)
Most of the Time 59 56.19 %
Occasionally 28 26.66 %
Not at all 18 17.14 %
Total 105 100 %
Graph No-15
Approximately 83% students are playing mobile games at college hour. While 17%
students refrain from doing so.
0.00%
10.00%
20.00%
30.00%
40.00%
50.00%
60.00%
Most of the Time Occasionally Not at all
56.19%
26.66%
17.14%
Do you play mobile games at college
hours?
38. 38
FINDINGS
• Approximately 75 % males are playing game on their mobile phone as well as
only 25 % females are playing mobile games.
• it is observed that the 16 to 19 years old students found to be more active in
playing mobile games. Hence 20 to 25 years age group students are found
active in 56 % cases.
• It is observed that PUBG, Candy crush Saga, Ludo king, Teen Patti, world cricket
championship-2, clash of clans, subway surfers are more played by any of the
mobile game player.
• it is cleared that PUBG and Subway Surfers are mostly like by Mobile Game
Players. Whereas, remaining mobile games are also like by game players in some
cases.
• It is observed that most of the Mobile phone users are playing PUBG and Candy
Crush Saga right now. Whereas, WCC-2, clash of clans, Ludo king and Teen Patti
are also favouring in some cases.
• It is observed that over 80% of mobile users are playing mobile games till 30
minutes to 1 hour, and approximately 5-6% mobile users are playing mobile game
over 2 hours in a day.
• Approximately 60% of mobile users think that they are spend too much time on
mobile while playing mobile. Whereas only 40% of the students are think they are
not spending too much time on their mobile for playing mobile games.
• Generally 60% students told that they are tried repeatedly in the past to stop
playing the mobile games completely but not succeeded while 40% students are
succeeded.
• It is observed that over 70% of the students think that playing mobile games is a
way to escape from their problems and only 25% of students don’t think so.
• Approximately 40% students are playing mobile games in early night session as
well as 20 % and 30 % students playing games in afternoon and evening
respectively. And only few students are playing games in morning and midnight.
• It is observed that over 60% students skipped meal or sleep just to finish their
game session while 40% students are not skipping that activity.
39. 39
• It is observed that 45% students think that their favourite game have not any
violent content whereas 20% students think they are playing average or somewhat
violent containing games and 13% students thinks their favourite game are too
much violent.
• 65% of students are facing heath related issues due to playing mobile games.
• 72% students said that they are playing mobile games to avoid the mental stress
and personal problems of regular college life.
• Approximately 83% students are playing mobile games at college hour. While
17% students refrain from doing so.
40. 40
SUGGESTION
• Government should be ban or restricted some of violent mobile games.
• Efforts should be made to attract students to the Mathematical or educational
games.
• Avoid playing mobile games for more than 1 hour at a time.
• Set time limits for play and stick to them.
• Keep phones and other gadgets out of the bedroom so they won’t play into the
night.
• Do other activities every day, including exercise. This will lower the health risks
of sitting and playing for long stretches of time.
• Remove game from home screen therefore we cannot see the luring icon of our
favourite game.
41. 41
CONCLUSION
The study was conducted to know the concept of addiction and student’s addiction
towards mobile games addiction. The mobile games addictions have been understood
clearly and other related aspects has been known. Quantitative approach can help to
remain in flow state and enjoy game without being addicted. Increasing number of
addiction patients in playing games. Flow is needed to be separated from addiction to
use games for education purpose to maximize human brain function, at the same time
we have to avoid the addiction.
There are several methodological constraints in gaming addiction research to date,
one of the most important being that the majority of research depends on survey
assessments. Self-reporting techniques and retrospective assessments rely exclusively
on the data limits and the reliability of self-description of an individual’s feelings and
moods. There is a need for physiological techniques by which objective observations
of gaming behaviour can be more genuinely understood to avail the benefits of being
in a state of “flow” while avoiding the state of addiction.
42. 42
ANNEXURE
Questionnaire
1. Gender comparison statistics: -
o Male
o Female
2. Age Group of Mobile Game Player
o 16 to 19 years
o 20 to 22 years
o 23 to 25 years
o Above 25 year
3. which of the following mobile games have you played?
o Subway surfers
o candy crush saga
o Ludo King
o PUBG
o clash of clans
o call of duty mobile
o WCC-2
o Gerena free fire
o Teen patti
o Pokemon Go
o Others
4. which mobile games do you like the most?
o PUBG
o clash of clans
o Teen patti
o candy crush saga
o Ludo king
o subway surfers
o WCC-2
o Others
43. 43
5. which mobile game are you playing right now?
o PUBG
o clash of clans
o Teen patti
o candy crush saga
o Ludo king
o subway surfers
o WCC-2
o Others
6. generally, how much time do you spend for playing games in a day?
o 30 minutes
o 1 hour
o 2-3 hours
o 4-5 hours
o Above 5 hours
7. do you sometimes think that you spend too much time on your mobile to playing
games?
o Yes
o No
o Maybe
8. have you tried repeatedly in the past to stop playing the mobile games completely and
you have not succeeded?
o Yes
o No
9. do you feel that playing mobile games is a way to escape from your problems?
o Yes
o No
o Maybe
10. which part of the day do you play your mobile game?
o Morning
o Afternoon
o Evening
o Early night
o Mid-night
44. 44
11. do you skip meal or sleep just to finish your game session?
o Yes
o No
12. how violent is the content of your favourite game?
o Nothing
o Somewhat
o Average
o Too much
13. do you feel any depression, sleeping disorder & other health related issues due to
playing mobile game?
o Yes
o No
o Maybe
14. do you feel like you’re playing mobile games to avoid the mental stress and personal
problems of regular college life?
o Most of the time
o Occasionally
o Not at all
15. do you play mobile games at college hours?
o Most of the time
o Occasionally
o Not at all
45. 45
BIBLIOGRAPHY
Web sites-
• http://www.psychguides.com/
• http://www.addiction.com/mobile_games
• http://www.gamequitters.com/video-games
Books-
• Game addiction- The experience & the Effects (Neils Clark)
• Video Game Addiction (Patricia A Carlisle)
• Game Over (Manfred Werling eBook)