Psychosocial impacts of mobile game on K12 students and trend exploration for future educational mobile games
Due to the popularity and advancement of 4G/5G networks, mobile games have already currently become profitable tools for major internet platforms. These games are even refined to cover almost all age groups of the population rather than the young people. Yet in the perception of the public, mobile g...
Main Authors: | , , , , |
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Format: | Journal Article |
Language: | English |
Published: |
2022
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Online Access: | https://hdl.handle.net/10356/162827 |
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author | Li, Yuanzhe Xu, Zezheng Hao, Yu Xiao, Peng Liu, Jingyan |
author2 | School of Materials Science and Engineering |
author_facet | School of Materials Science and Engineering Li, Yuanzhe Xu, Zezheng Hao, Yu Xiao, Peng Liu, Jingyan |
author_sort | Li, Yuanzhe |
collection | NTU |
description | Due to the popularity and advancement of 4G/5G networks, mobile games have already currently become profitable tools for major internet platforms. These games are even refined to cover almost all age groups of the population rather than the young people. Yet in the perception of the public, mobile games have always seemed to be associated with various derogatory terms such as interfering with learning, addiction, and violence. K12 students usually have less self-control capability, and they are undoubtedly the biggest advocates of mobile games. This paper summarizes the technological development of mobile games from the aspects of hardware and software in chronological order. The psychological and social problems that mobile games have brought to K12 students are analyzed from a neutral perspective. At the end of the paper, the future development of educational games and current limitations of mobile games are also given for the explorations of future trends of game-based education. This position paper aims to provide the insight of what psychosocial impacts that the current mobile games have on the student, and it may also serve as a reference for the how the game-based education has been developing according to the mobile technology wise. |
first_indexed | 2024-10-01T06:40:17Z |
format | Journal Article |
id | ntu-10356/162827 |
institution | Nanyang Technological University |
language | English |
last_indexed | 2024-10-01T06:40:17Z |
publishDate | 2022 |
record_format | dspace |
spelling | ntu-10356/1628272023-03-05T15:58:34Z Psychosocial impacts of mobile game on K12 students and trend exploration for future educational mobile games Li, Yuanzhe Xu, Zezheng Hao, Yu Xiao, Peng Liu, Jingyan School of Materials Science and Engineering Wee Kim Wee School of Communication and Information Social sciences::Communication Psychosocial Impacts Mobile Game Due to the popularity and advancement of 4G/5G networks, mobile games have already currently become profitable tools for major internet platforms. These games are even refined to cover almost all age groups of the population rather than the young people. Yet in the perception of the public, mobile games have always seemed to be associated with various derogatory terms such as interfering with learning, addiction, and violence. K12 students usually have less self-control capability, and they are undoubtedly the biggest advocates of mobile games. This paper summarizes the technological development of mobile games from the aspects of hardware and software in chronological order. The psychological and social problems that mobile games have brought to K12 students are analyzed from a neutral perspective. At the end of the paper, the future development of educational games and current limitations of mobile games are also given for the explorations of future trends of game-based education. This position paper aims to provide the insight of what psychosocial impacts that the current mobile games have on the student, and it may also serve as a reference for the how the game-based education has been developing according to the mobile technology wise. Published version 2022-11-10T08:04:03Z 2022-11-10T08:04:03Z 2022 Journal Article Li, Y., Xu, Z., Hao, Y., Xiao, P. & Liu, J. (2022). Psychosocial impacts of mobile game on K12 students and trend exploration for future educational mobile games. Frontiers in Education, 7, 843090-. https://dx.doi.org/10.3389/feduc.2022.843090 2504-284X https://hdl.handle.net/10356/162827 10.3389/feduc.2022.843090 2-s2.0-85130263695 7 843090 en Frontiers in Education © 2022 Li, Xu, Hao, Xiao and Liu. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. application/pdf |
spellingShingle | Social sciences::Communication Psychosocial Impacts Mobile Game Li, Yuanzhe Xu, Zezheng Hao, Yu Xiao, Peng Liu, Jingyan Psychosocial impacts of mobile game on K12 students and trend exploration for future educational mobile games |
title | Psychosocial impacts of mobile game on K12 students and trend exploration for future educational mobile games |
title_full | Psychosocial impacts of mobile game on K12 students and trend exploration for future educational mobile games |
title_fullStr | Psychosocial impacts of mobile game on K12 students and trend exploration for future educational mobile games |
title_full_unstemmed | Psychosocial impacts of mobile game on K12 students and trend exploration for future educational mobile games |
title_short | Psychosocial impacts of mobile game on K12 students and trend exploration for future educational mobile games |
title_sort | psychosocial impacts of mobile game on k12 students and trend exploration for future educational mobile games |
topic | Social sciences::Communication Psychosocial Impacts Mobile Game |
url | https://hdl.handle.net/10356/162827 |
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