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

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  • Published: 18 December 2022

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mobile games introduction for thesis

  • Sheshadri Chatterjee   ORCID: orcid.org/0000-0003-1075-5549 1 ,
  • Ranjan Chaudhuri 2 &
  • Demetris Vrontis 3  

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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.

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Sheshadri Chatterjee

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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). https://doi.org/10.1007/s10257-022-00614-y

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DOI : https://doi.org/10.1007/s10257-022-00614-y

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EFFECTS OF MOBILE GAMES (MOBILE LEGENDS) TO THE BEHAVIOR AND HEALTH OF A SHS STUDENTS

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    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% ...

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    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 https://scholarworks.uark.edu/csceuht/3 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 ...

  12. PDF MOBILE MARKETING FOR MOBILE GAMES

    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.

  21. PDF THE ADDICTIVE DESIGN OF MOBILE GACHA GAMES

    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).

  23. PDF MONETIZATION STRATEGIES IN FREE-TO- PLAY MOBILE GAMES

    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.