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From the annotated bibliography, please prepare a progress report on impact of gaming addiction on children between the ages 10 and 16. Use the progress report template provide to complete the assignment.

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Annotated Bibliography:
The Impact of Gaming Addiction in Children Between the Ages of 10 to 16 Years
Student’s name
Course
Instructor’s name
Date
Reference 1 – Cross-cultural reference
Reference in APA-7
Yang, X., Huang, B., & Wong, K. M. (2021). Prevalence and 2
format (4 pts)
socio-demographic, anthropometric, and cognitive correlates of
internet gaming disorder among children in China. Children and
Youth Services Review, 122, 105893.
Annotation (12 points)
Summary of key findings
This study examined the prevalence and possible risk factors of
In your own words (no
Internet gaming disorder in a sample of Chinese children. The
copying or use of
study aimed to investigate the proportion and potential risk
quotations), provide the
factors of Internet gaming disorder and how player-avatar
following:
identification correlates in a sample of Chinese children. Internet
• Summary of key
gaming disorder risk was substantially correlated with self-
findings (1-2
esteem, feelings during play, absorption during play, and
paragraphs)
relevance of the avatar to one’s self-identity subscales of player-
• 3-5 key takeaways
avatar identification. The findings provide early empirical
(may be a bulleted list) support for the associations between cognitive variables and
• Reflection of the
usefulness of the
Internet gaming disorder in children, which call for additional
study and could guide preventative and treatment efforts.
source for your project Summary key takeaways
(1-2 sentences)
•
Player-avatar identification is positively associated with
Internet gaming disorder.
•
Over an hour per day of an online video game, watch, or
chat activity increases the risk of Internet gaming
disorder.
3
•
Online social interaction preference is positively related
to Internet gaming disorder.
Reflection
The concluded research is essential to stakeholders looking
forward to making policies protecting Chinese children from
internet gaming disorder. For instance, the study establishes that
engaging in an online video game, watching or chatting for more
than 1 hour are more likely to suffer from Internet gaming
disorder. Based on the above finding, policymakers can set
policies regulating children’s gaming periods to avoid gaming
disorders.
How do you know that this The paper is a credible source since it has verifiable citations of
is a credible/scholarly
the information borrowed from other articles. The source also
source? (3 pts)
has an unbiased analysis of the findings of the paper.
Reference 2 – Policy reference
Reference in APA-7
Shi, J., Potenza, M. N., & Turner, N. E. (2020). Commentary on:
format (4 pts)
“The future of gaming disorder research and player protection:
What role should the video gaming industry and researchers
play?”. International Journal of Mental Health and
Addiction, 18(3), 791-799.
Annotation (12 points)
Summary of findings
In your own words (no
In this article, the author comments on the roles that the Video
copying or use of
Gaming Industry and researchers should play. The authors
4
quotations), provide the
Griffiths and Pontes argue that the video gaming industry should
following:
take responsibility for gamer protection from problematic
gaming habits. The paper suggests that researchers and video
• Summary of key
gaming stakeholders should collaborate to eliminate gaming
findings (1-2
disorders through policy interventions. Further, the paper
paragraphs)
outlines researcher-gaming industry collaborations’ possible
• 3-5 key takeaways
benefits and challenges. The paper also highlights the future
(may be a bulleted list)
areas of research as far as video gaming is concerned. The areas
• Reflection of the
are environmental and population-level variables, participation of
usefulness of the
several stakeholders, and application of qualitative and mixed
source for your project
methodologies.
(1-2 sentences)
Key takeaways
•
Researchers and video gaming stakeholders should
collaborate through policy interventions to eliminate
gaming disorders.
•
There are negative and positive impacts of researchergaming industry collaborations.
•
Future areas of video gaming study are
environmental/population-level factors, involvement of
multiple stakeholders, and use of qualitative/mixedmethods.
Reflection
5
The paper establishes the pros and cons of collaborations
between the gaming industry and research. From this
perspective, I argue that the collaboration should focus on the
benefits of the partnership. Through proper collaboration
between the industry and researchers, stakeholders can develop
informed policies to deal with problematic gaming among
minors.
How do you know that this The article has verifiable sources of information that are well
is a credible/scholarly
cited. The information provided by the source is updated and
source? (3 pts)
relevant to our topic of discussion.
Reference 3
Reference in APA-7
Rosyati, T., Purwanto, M. R., Gumelar, G., Yulianti, R. T., &
format (4 pts)
Mukharrom, T. (2020). Effects of games and
how
parents overcome addiction to children. Journal of Critical
Reviews, 7(1), 65-67.
Annotation (12 points)
Summary of key findings
According to this article, children that play video games may
In your own words (no
become smarter or have larger brains. Gamers with higher skill
copying or use of
levels have more brain volume and functional connections in
quotations), provide the
their insular subregions. According to this article, certain brain
following:
parts change when you play games. Video games change not
only how the brain works but also the brain structure and the
players’ behaviour.
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•
•
Summary of key
Since prevention is preferable to treatment, the report suggests
findings (1-2
specific strategies to combat addiction. To prevent video/internet
paragraphs)
game addiction, parents and teachers should emphasize the
3-5 key takeaways
importance of making decisions that will go a long way in
(may be a bulleted list) preventing problematic gaming. Other measures to prevent
•
Reflection of the
gaming addiction in kids include:
usefulness of the
•
Limiting the number of gaming consoles.
source for your project
•
Banning highly addictive games.
(1-2 sentences)
•
Imposing time restrictions.
•
Substituting other games for helpful ones.
Key takeaways
•
Video games can improve intelligence among children
•
Brain structure and functionality and behavior change
when children play games.
•
Making up the mind to restrict children’s gaming
behavior is a solution to gaming addiction among
children.
Reflection
I have learned from the study that video gaming may be helpful
to children. Gaming expands children’s intelligence and should
be encouraged to a beneficial extent. Parents can also limit their
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children’s gaming behavior by setting time for gaming and
giving children less-addictive games, among others.
How do you know that this The information in the article is up-to-date and is relevant to our
is a credible/scholarly
study. The sources used in writing the paper are also well cited
source? (3 pts)
and verifiable.
Reference 4
Reference in APA-7
Rahayu, I. S., Karana, I., Hardiansyah, M. A., Dewi, D. H., &
format (4 pts)
Elihami, E. (2021). The relationship of online game addiction
with learning motivation in school age children on COVID-19
pandemic. Linguistics and Culture Review, 5(1), 384-396.
Annotation (12 points)
Summary of key findings
The study outlined in the article aimed to determine how playing
In your own words (no
too many online games affects kids’ motivation to learn during
copying or use of
the COVID-19 epidemic. The primary findings established that
quotations), provide the
online gaming addiction was at 70.2%, while the other variable,
following:
motivation to learning among school-going children during the
•
•
Summary of key
COVID-19 pandemic, was 59.6%. The research analysis was
findings (1-2
done using a chi-square test that yielded an Odd ratio of 0.103.
paragraphs)
The results suggest a relationship between online gaming
3-5 key takeaways
addiction and the motivation to learn during COVID-19 among
(may be a bulleted list) school-going children.
•
Reflection of the
usefulness of the
Key findings
8
source for your project
•
(1-2 sentences)
Online gaming during COVID-19 was a major worry
since it reduced students’ desire to learn.
•
There is a relationship between addiction to playing
online games and learning motivation in school-age
children during the Covid-19 pandemic.
•
School-going children not addicted to online gaming
were more motivated to learn during the COVID-19
pandemic than their counterparts who are addicted.
Reflection
It is clear from the research discussed in the article that gaming
addiction reduces learning desire among school-going children.
This fact should concern parents, teachers, and the government,
who are the major stakeholders in children’s learning
environment. Appropriate measures should be put in place to
curb online gaming addiction, which impedes learning among
children.
How do you know that this The article is well cited with sources that can be verified sources.
is a credible/scholarly
The literature in the paper is updated as it was not published long
source? (3 pts)
ago.
Reference 5
Reference in APA-7
Zhu, S., Zhuang, Y., Lee, P., Li, J. C. M., & Wong, P. W.
format (4 pts)
(2021). Leisure and problem gaming behaviors among children
and adolescents during school closures caused by COVID-19 in
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Hong Kong: quantitative cross-sectional survey study. JMIR
serious games, 9(2), e26808.
Annotation (12 points)
Key findings
This article examined how gender differences, psychological
In your own words (no
distress, and familial factors influenced the correlations between
copying or use of
loneliness and gaming addiction behaviors in young people in
quotations), provide the
Hong Kong. The results suggest a prevalence and pathological
following:
gaming addiction during the pandemic. More male school-going
•
•
Summary of key
children showed signs of problematic gaming than their female
findings (1-2
counterparts. The article also suggests that loneliness was one of
paragraphs)
the significant causes of gaming addiction among students. The
3-5 key takeaways
report highlighted risk factors identified as poor mental health,
(may be a bulleted list) poverty among children, and poor parental care.
•
Reflection of the
usefulness of the
Key findings
•
source for your project
(1-2 sentences)
Loneliness was related to problematic gaming during
COVID-19
•
Loneliness and poor gaming habits are prevalent among
all ages, groups, and gender.
•
During times when schools are closed, parental support
and monitoring can prevent children from engaging in
problematic gaming activities.
Reflection
For stakeholders, the findings from the study help reduce
problematic gaming habits among children and adults.
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Loneliness was determined as a root cause of gaming addiction
during the COVID-19 pandemic. To curb problematic gaming,
parents and teachers can develop parental support and
monitoring mechanisms to prevent children from engaging in
inappropriate gaming activities.
How do you know that this The source is credible since the information provided has no bias
is a credible/scholarly
in their analysis. The sources used in the articles are also
source? (3 pts)
believable and up-to-date.
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Title Page – follow APA format for a title page for a document — for help on this look here
https://owl.purdue.edu/owl/research_and_citation/apa_style/apa_formatting_and_style_gui
de/general_format.html
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Progress Report
Topic:
A well-written paragraph that states in detail what your topic is. Be sure to clearly link
your topic to both technology and society/societal trends.
For the final project, I chose the topic of changing conceptions of romance due to
technological advancement. I decided to focus on dating applications and dating websites to
narrow this topic down. Dating apps and dating websites have become the norm in modern-day
dating. Dating apps and websites can be accessed by smartphones and computers and have
changed how people in society meet potential partners. With the growing popularity of these
apps, I thought this would be an interesting topic for the final project.
Presentation:
A well-written paragraph that identifies the type of presentation you plan to give (e.g.
slideshow, written materials, podcast, YouTube, etc.). Your presentation should be
creative, engaging, and informative. Remember that in the last week of class, YOU
become the teachers. Think about your audience and how to present material in an
interesting and clear manner.
I have decided to do a PowerPoint presentation for the final project. I’ve never done a
narrated PowerPoint presentation, so adding my voice to the presentation is something I must
figure out how to do. I also thought of incorporating short YouTube videos in the history of
dating apps and websites section, and when I talk about media coverage to re-iterate my points—
also going to find images to go along with some of the things I discuss in the PowerPoint so that
it doesn’t look so dull.
Outline
A preliminary outline for each slide in your presentation
1. Title slide
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a. Technology and dating
i.
Thesis Question: What impact have technological advances such as dating
apps, and social media had on dating?
2. Introduction slide
a. Talk about how dating apps have changed the ways that people date
i.
Can talk before meeting up, bio on profile, pictures on the profile
b. Talk about how technology has sped up the dating process
i.
Swiping left or right, go through potential partners a lot faster
c. Different personality types that dating apps could attract
i.
Narcissistic personality types
3. History of dating apps and websites
a. Talk about video dating
i.
Insert short YouTube video
b. Talk about the first dating website
c. Talk about the first dating app
4. Possible risks and policies
a. Talk about the lack of policies when it comes to dating apps and websites
i.
Dating apps don’t do background checks
ii.
Data leaks
iii.
Privacy leaks
1. Possible suggestions on policies that could be implemented
b. Talk about the media coverage on dating apps and websites
i.
The potential risks that come along with using dating apps and sites
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1. Insert short YouTube video
ii.
What users could do to avoid the potential risks
5. Why do people choose to use dating apps?
a. Find potential partners
b. Hookups
c. Going to find a little more information on this
6. How people present themselves on dating apps
a. Different behaviors
b. Strategic choosing of photos
c. Choosing what to put in the bio
7. Looking at research from Switzerland
a. Trends for couples in Switzerland who met their partners through dating apps
i.
Expectations of creating family
ii.
Cohabitation
iii.
Marriage
iv.
Distance
v.
Education
8. Future trends and research for dating apps and websites
a. While there is some research on this topic, the current research could lead to
future research
b. Looking for more resources for this
9. Conclusion
a. Summarize what I’ve gone over
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b. Question to think about
i.
Still thinking about this
Overview
A preliminary overview that shows what will you address in your presentation. Your
progress report and presentation should include the following components:
o
o
o
Trace the history of your topic
Describe how your topic compares to at least one other culture
Identify relevant policies related to your topic
In-text citations in APA-7 format for any sources used to support your statements about
history, culture, and policy. Note the importance of including citations in the rubric.
If citations are not provided, your score will be negatively impacted.
Discuss future trends related to your topic
History
I’m still looking at different resources for the history of dating apps and websites, though
I’ve found a few that aren’t “peer-reviewed”, my search on the UMGC library has not really
been successful when it comes to the history of this topic. According to Kuefler (2021), in 1965
students from Harvard used IBM a 1401 computer to make the first service for matchmaking that
was computer-based in the United States. People who potentially wanted to use this service
would fill out a survey that was comprised of 75 questions and would then send in the answers
by mail and pay a $3 fee (Kuefler, 2021). The concept of “online dating” started taking off
especially in the 80s and 90s, and in 1995 the first dating website was made; match.com
(Kuefler, 2021).
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*Going to add more, and I think I found another resource for this that is more credible. For
myself, I’m going to put the link here, so I don’t lose it:
https://hdsr.mitpress.mit.edu/pub/i4eb4e8b/release/1
Cross-Cultural
The research I found for the cross-cultural portion of my project focuses on Switzerland.
Potarca (2020) looked at a 2018 survey given to people who used dating apps or websites to see
whether dating apps could lead to satisfying and lasting relationships. It was found that the
people in Switzerland that took the 2018 survey had higher expectations when it came to having
children and when it came to cohabitation with their partners (Potarca, 2020). This research also
pointed out that dating apps allow people to meet potential partners who they might not have
otherwise met due to distance and differing education (Potarca, 2020). Potarca (2020) also
points out that more data is needed when it comes to couples and dating apps, as many
researchers and people in general don’t look at dating apps as something that could lead to
serious relationships.
Policies
There aren’t really set policies when it comes to dating apps and dating websites.
Anyone can sign up for the apps or websites, there are no background checks or anything; the
potential risks that come along with this are stalking, doxing, data privacy being breached, and
other criminal activity (Phan et al., 2021). Phan et al. (2021) suggests that developers have a lot
to do when it comes to the apps and sites and policies, though does give some suggestions.
There are apps called anti-rape apps where if a situation happens when you meet up with
someone from a dating app, you press a button or if you are idle for too long it will call a series
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of contacts from your phone that you set up (Phan et al., 2021). Phan et al. (2021) then goes on
to talk about how there are other dangers, I might have to find another resource to go along with
the policy section.
Future Trends
According to Cyber Infrastructer (2019), dating apps are going to change in the future,
focusing more on, inclusivity, diversity, privacy walls, the use of artificial intelligence, and new
dating apps altogether. Covid-19 made it so that people couldn’t really meet up anymore if they
did happen to meet someone on a dating app that they wanted to meet up with, so dating apps
have already started adding new things such as video chatting (Cyber Infrastructer, 2019).
Artificial intelligence is going to make looking for potential partners even easier by tracking the
user’s behaviors and trends to personalize the potential partners that pop up for them to swipe on
(Cyber Infrastructure, 2019). I’m going to look more into this and see if I can find another
resource to add onto this.
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References
Follow APA format for a title page for a document — for help on this look here
https://owl.purdue.edu/owl/research_and_citation/apa_style/apa_formatting_and_style_gui
de/general_format.html

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