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Yvan Gregorio SACRAMENTO Annotation Task On Intro Sample For IMRAD
Yvan Gregorio SACRAMENTO Annotation Task On Intro Sample For IMRAD
Yvan Gregorio SACRAMENTO 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
Intro
devices while 10% of those who play self- may arise when video game playing is
Cons
identify as being a gamer (someone who excessive. In Canada, a survey study Time playing
video games/
problems which
consistently plays video games and using the Problematic Videogame Playing resemble
dependence
identifies with the gaming community) syndrome
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%
disorder (Holmes, James, Coode-Bate, & Although there is an ongoing debate Result of
Deeprose, 2009), reducing chronic pain the pros
regarding the inclusion of gaming
and cons
(Jones, Moore, & Choo, 2016), and disorder in the ICD-11 (van Rooij et al.,
International
training of health care 2018), it is generally understood that Classification
of Diseases
There is a difference in severity
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
Experience this
year longitudinal study among adults in percentage of problem gamers found myself in one
form or another
Canada had contradicting findings escapism/coping, mechanics, a social
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
Why is that?
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
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
How However, such studies group gaming with video gamers, particularly: 1) What
much
does the other Internet-related activities such as activities are important to them? 2) What
gaming
factor
into social media use and online motivates gaming? 3) What supports/
these
studies? gambling. Snodgrass et al. (2014) used a constraints to engagement they