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MAAI Unit 4

Literature Review: Curated Mobile Gaming Libraries for Promoting Healthier Lifestyles Among Underage Users

The escalating prevalence of mobile gaming among underage users necessitates a comprehensive examination of its potential implications for their overall well-being. Framed within the research methodology by Sanders’ “Research Onion” (2019) [1], integrating both quantitative and qualitative research methods, this study employs a multifaceted approach. Initial engagement with key stakeholders through surveys and online interviews serves as the foundation, allowing for a nuanced understanding of diverse perspectives. Furthermore, an extensive literature review validates research findings, identifies potential intervention strategies, and establishes a robust theoretical framework.

Negative Effects of Mobile Gaming

I began addressing the imperative need for my intervention framework, which requires a comprehensive understanding of the negative effects associated with mobile gaming. Lérida-Ayala et al. (2022) highlighted the potential contribution of video games to behavioral disorders in children and adolescents [2]. This insight underscores the urgency of developing intervention that mitigate the adverse impacts of mobile gaming on related stakeholders especially underage users. Similarly, the research by the University of Utah Health (2021) delves into the effects of violent video games on children’s behavior[3], emphasizing the importance of tailored solutions to counteract these detrimental influences.

Positive Impacts and Learning Effects of Mobile Gaming

While concerns exist, mobile gaming has also demonstrated positive impacts and learning effects. Gao et al. (2020) explored the integration of mobile games in STEM education, revealing promising enhancements in learning outcomes [4]. This suggests that curated mobile gaming libraries could leverage the positive aspects of gaming to foster educational development. Insights from the Children’s Commissioner (2019) also stated the positive social impacts of online gaming on children [5], reinforcing the potential needs for interventions like Tangy to facilitate positive social experiences within the gaming community.

Mobile Game Genres and Statistics from 2022

A crucial contextual component is an analysis of the top video game genres worldwide by age in 2022. According to Statista, shooting and action-adventure games emerged as the two most popular video game genres globally [6]. Understanding these preferences provides essential insights for tailoring the mobile game Library while aligning with the interests of underage users. Notably, the age-specific preference of battle royale games among users under 18 adds a layer of complexity, indicating the importance of considering specific gaming genres in intervention design.

Parental Supervision and Children’s Mental Health

Understanding the intricate relationship between parental supervision and children’s mental health in the realm of mobile gaming is important as well. Jang and Ryu (2016) explored the role of parenting behavior in adolescents’ problematic mobile game use, shedding light on the nuanced dynamics of this association [7]. This highlights the necessity for parental controls features to address guardians’ concerns and equip them with effective tools to supervise and support their children. Additionally, Musick, Freeman, and McNeese (2021) contribute valuable insights into the evolving landscape of modern parent-child relationships, emphasizing the significance of nuanced solutions in the context of digital game co-play [8]. Such insights were pivotal for designing the intervention concept Tangy, which aim to consider the evolving dynamics and complexities within parent-child interactions related to mobile gaming.

Conclusion

Tangy’s design and concepts represent a holistic approach to addressing both the negative and positive aspects of mobile gaming. To counteract negative impacts, the app capitalizes on the positive impacts and learning effects of mobile gaming through a meticulously curated library of age-appropriate games that foster problem-solving, creativity, and teamwork skills. Simultaneously, the parent edition will feature tools such as game duration reminder alarms and in-game content payment reminders. With the implemented features Tangy not only aim to addresses parental concerns but also aims to optimize the gaming experience for underage users, aligning with the overarching goal of promoting a healthier lifestyle.

Bibliography

[1] Saunders, M., Lewis, P., & Thornhill, A. (2016). Research Onion: A Systematic Approach for Designing Research Methodology 

[2] Lérida-Ayala, V., Aguilar-Parra, J.M., Collado-Soler, R., Alférez-Pastor, M., Fernández-Campoy, J.M. and Luque-de la Rosa, A. (2022). Internet and Video Games: Causes of Behavioral Disorders in Children and Teenagers. Children, p.86. 

[3] Gellner, C. (2021). The Video Games Your Child Plays Has an Effect on Their Behavior. ,University of Utah Health. 

[4]Gao, F., Li, L. and Sun, Y. (2020). A systematic review of mobile game-based learning in STEM education. Educational Technology Research and Development, pp.1791–1827

[5] Children’s Commissioner for England. (2019). Gaming the System: A Report on the Experiences of Children and Young People Who Play Games Online.

[6] Statista. (2022). Leading Video Game Genres Worldwide in 2022

 [7]Jang, Y. and Ryu, S. (2016). The Role of Parenting Behavior in Adolescents’ Problematic Mobile Game Use. Social Behavior and Personality, pp.269–282.

[8] Musick, G., Freeman, G. and McNeese, N.J. (2021). Gaming as Family Time: Digital Game Co-play in Modern Parent-Child Relationships

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