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Annotation Task On Intro Sample For IMRAD
Annotation Task On Intro Sample For IMRAD
problem gamers: The & Katz, 2016). They have also been found
meaning, purpose, and to support student learning by
influences of video gaming
stimulating their engagement in field
Jing Shi, Rebecca Renwick, Nigel E. Turner,
Bonnie Kirsh, observations (Hwang & Chen, 2017),
Volume 97, 2019, Pages 291-303, ISSN 0747-5632,
improve visual-spatial cognition (Spence
The popularity of playing video games & Feng, 2010), arithmetic, memorization,
has grown immensely over the past leadership, and team functioning
play video games on various electronic However, it is also known that problems
devices while 10% of those who play self- may arise when video game playing is
consistently plays video games and using the Problematic Videogame Playing
identifies with the gaming community) Scale (Tejeiro Salguero & Moran, 2002)
(Pew Research Centre, 2016). A growing found that 9.4% of adolescent gamers
body of research has found positive uses experience problematic gaming with 1.9%
(Jones, Moore, & Choo, 2016), and disorder in the ICD-11 (van Rooij et al.,
video gaming that results in psychological Gamers have been found to play for a
2013; Shapira et al., 2003). Recent problematic play was a response to life
(Vadlin, Aslund, & Nilsson, 2018). A 5- component. Other studies with a small
from Vadlin et al. (2018) where it found component, experiencing fantasy, and
gamers (Thege, Woodin, Hodgins, & were motivations to gaming (King, Herd,
Williams, 2015). Furthermore, a & Delfabbro, 2018; Kuss, Louws, & Wiers,
correlational panel study of German 2012; Laconi, Pires, & Chabrol, 2017).
adolescents also found that excessive Although several studies have examined
gaming motivations, few have Polatajko, 2013, pp. 71–80). Boredom is a
have identified productivity issues at guide this study. The social ecological
work and school (Cole & Griffiths, model provides a holistic conceptual
2007; Gentile, Lynch, Linder, & Walsh, framework that human behaviors,
Nilsson, Leppert, & Slund, 2012). are inter-related (Stokols, 1996). Applied
gamers’ lives have some very practical solely based in the individual gamer but
repercussions and are directly related to also on the interrelationships between the
1.2. Thematic anchors and study aims where poorer parental relationships were
Steen, & Stavropoulos, 2017). This study problem gamers without bias from non-
found an interplay between these internal problem gamers. The aim of this study is
and contextual factors that moderate and to gain a more complex understanding of
individual's engagement in Internet use. the activities in the daily lives of problem
However, such studies group gaming with video gamers, particularly: 1) What