Playing Games: A Qualitative Study on Online Gamers

Indian Streams Research Journal, Vol. 4, Issue 8, Sept. 2014

12 Pages Posted: 19 Sep 2014

Reema Malhotra

University of Delhi - Department of Psychology, North Campus

Kuber Bhola

Hcl technologies ltd..

Date Written: September 1, 2014

This paper first covers the traditional meaning of 'gaming' and 'playing' followed by the changes fostered by the use of internet. Online gaming as an emerging phenomena is then discussed in the light of changing trends in the available resources, opportunities and lifestyle of the modern youth. The purpose of this paper is to study the lived experience of online gamers and to derive core psychosocial constructs from their inner life. Using the qualitative research method of semi-structured interviews, five case-accounts are used to explore what meanings does an engagement in an online game carry for them. Understandings around their motivations, dissociations, negotiations with reality as well as social adaptation are critically arrived at, using theoretical concepts and citations from personal stories. As this up-and-coming trend is becoming increasingly popular, its future implications are discussed by considering its ramifications in the area of education, clinic and society as a whole.

Keywords: Games, Playing, Technology, Virtual, Reality.

Suggested Citation: Suggested Citation

Reema Malhotra (Contact Author)

University of delhi - department of psychology, north campus ( email ).

Arts Faculty Extension Building Delhi, 110007 India

Sector-125 Maple Towers Noida, Uttar Pradesh 201301 India

Do you have a job opening that you would like to promote on SSRN?

Paper statistics, related ejournals, ebusiness & ecommerce ejournal.

Subscribe to this fee journal for more curated articles on this topic

ORIGINAL RESEARCH article

Positive effects of online games on the growth of college students: a qualitative study from china.

\r\nFeiyue Li&#x;

  • 1 School of Nursing, Wenzhou Medical University, Wenzhou, China
  • 2 School of Mental Health, Wenzhou Medical University, Wenzhou, China

Objectives: This study aimed to explore the positive effects of online games on college students’ psychological demands and individual growth.

Methods: A qualitative study design was carried out in September 2021. Semi-structured, in-depth, and individual interviews were conducted with a purposive sample of 20 undergraduates who played the online game “Glory of Kings” from six universities. Thematic analysis was employed to explore the positive features caused by “Glory of Kings”.

Results: College students reported three positive effects of online games, namely, satisfying the need for personal growth, meeting the requirement of social life and promoting academic performance.

Conclusion: College educators and families should take advantage of the positive effect of online games to guide college students to use online games reasonably.

1. Introduction

According to the survey data of the China Internet Network Information Center (CNNIC), by the end of December 2021, the number of netizens in China reached 1.032 billion, of which the number of online game users reached 554 million ( CNNIC, 2022 ). The number of game apps reached 709,000, accounting for 28.2% of all apps ( CNNIC, 2022 ). Online games include massive, multiplayer, online role-playing games (MMORPGs), first-person shooter (FPS), real-time strategy (RTS) games, and other games ( Park et al., 2016 ). MOBA (Multiplayer Online Battle Arena) game, a subgenre of RTS games where two teams of five players usually play against each other ( Mora-Cantallops and Sicilia, 2018b ), is one of the most popular online games in China because of its competitive, interactive, and simple operating characteristics. Specifically, “Glory of Kings,” as a MOBA game, is listed at the top of the Chinese mobile game charts for contemporary college students ( Huang, 2021 ).

Online games are criticized by educators because many students invest a lot of time, money, and energy into games, which seriously affects their academic studies, social interaction, and physical and mental health, and ultimately leads to the tragedy of online game addiction ( Freeman, 2008 ; Kuss and Griffiths, 2012 ; Blinka and Mikuška, 2014 ; Xu et al., 2017 ). Online game addiction, as one of the most serious behavioral addictions ( Lopez-Fernandez, 2018 ), could cause a series of physical and mental problems, such as poor sleep, depression, anxiety, or even death ( Ferguson et al., 2011 ; Kuss and Griffiths, 2012 ; Wei et al., 2012 ). Meanwhile, parents’ opposition to online games can also be observed in family education. Studies have shown that the more addicted adolescents are to online games, the worse their parents’ attitude toward online games ( Jeong and Kim, 2011 ). Many adolescents who love playing online games face restrictions or prohibitions from their parents over the time spent on the Internet or other ways. For example, in a study of 2,021 adolescents, parental restrictions were 1.9 times higher among adolescents who were overly addicted to online games than among other adolescents ( Wu et al., 2016 ). Parents who do not show enough attention to their children promptly can lead to children using online games to divert negative family-related emotions ( Xu et al., 2021 ).

However, it is worth noting that the majority of studies focus on the negative effects of online games ( Lo et al., 2005 ; Ng and Wiemer-Hastings, 2005 ; Yc, 2006 ; Smyth, 2007 ; Li and Wang, 2013 ), while positive effects are neglected. In fact, playing online games at a moderate level could be beneficial to players’ personal psychological growth and interpersonal relationships ( Ko et al., 2005 ; Yee, 2006b ; Granic et al., 2014 ). In terms of emotional experience, existing research on the emotional impact of online games suggests that they have the potential to reduce depression, stress and obtain happiness ( Wu and Liu, 2007 ; Ari et al., 2020 ; Pine et al., 2020 ). In the process of psychological development, college students’ cognitive, memory, and other mental skills are proved to be enhanced by online games ( Boot et al., 2008 ; Glass et al., 2013 ; Oei and Patterson, 2013 ). There is evidence that games have the potential to provoke thought about the player’s personal development and ideals and increase the sense of self-realization if the players have strong ability in online games ( Nuangjumnong, 2014 ; Bopp et al., 2016 ; Mora-Cantallops and Sicilia, 2018a ). In social life, online games also establish the value of social connectedness and enhance the sense of interaction ( McClelland et al., 2011 ; Snodgrass et al., 2011 ; Oliver et al., 2016 ). Sublette and Mullan (2010 , p. 20) argue that through online games “socialization may just shift in focus: while real-world relationships eroded for some players.” It is further proposed that intimacy in games will also extend to offline real life, and shared game experience will reinforce offline communication ( Kim and Kim, 2017 ; Lai and Fung, 2019 ). MOBA games focus on personality development and teamwork in battle ( Yang et al., 2014 ; Mora-Cantallops and Sicilia, 2018b ). In other words, electronic space expands social communication to the virtual field ( Yee, 2006a ) and increases the team cooperation consciousness, leading to diverse communication ways. Besides, in terms of learning, online games are proven to help students engage in learning activities ( Iaremenko, 2017 ; Schenk et al., 2017 ; Calvo-Ferrer and Belda-Medina, 2021 ).

Existing research confirms that the academic performance and satisfaction of Chinese college students positively impact on the continued use of the “Glory of Kings” and promote the reconstruction of the player’s social image ( Chen and Chang, 2020 ). As mentioned above, previous studies have examined various positive aspects of online games, but the studies are based on foreign cultural contexts. Research subjects from different cultural backgrounds may have different perceptions and influences on online games, so it is culturally significant to study the positive influence of online games on Chinese college students. In other words, whether they can apply to the Chinese culture and environment or whether similar conclusions can be drawn among the Chinese college gamer population, has not been verified. Moreover, although “Glory of Kings” is widely concerned and popular among college students, few scholars in China try to evaluate the positive impact of “Glory of Kings” on college students. The design and development of “Glory of Kings” have distinctive Chinese cultural characteristics, therefore, the choice of “Glory of Kings” as a carrier for the study has cultural significance. Secondly, the widespread usage of “Glory of Kings” among college students provides universality for the study. Third, since most of the existing studies are quantitative, qualitative research can enrich the existing research results, explore new experiences, and make relevant suggestions for higher education and family education. In conclusion, given the current popularity and influence of “Glory of Kings” in China, an in-depth study of Chinese college student players was conducted using it as a medium for qualitative research.

2. Materials and methods

2.1. participants.

A purposive sampling method was adopted to select college students who were “Glory of Kings” players from six universities or colleges in Zhejiang Province. Inclusion criteria: (1) college students; (2) playing the “Glory of Kings” game for more than 1 year; (3) have participated in the “Glory of Kings” game in the ranking tournament; and (4) informed consent and voluntary participation. Exclusion criteria: (1) college students suspended from school due to physical problems; (2) students who have a medical history of mental illness or psychiatric disorders and who were screened as having mental problems in the students’ general psychological test. The sample size was determined based on the principle of theoretical saturation. Interviews were conducted until reached theoretical saturation—that is, when the 18th participants did not provide new insights, and two more interviews were conducted to verify if new information would emerge. In the end, no new ideas were found to emerge making the sample size appropriate for this study. Among 23 students who were invited to participate, one student refused to participate due to lack of interest, and two persons were unable to participate due to time conflicts. Eventually, 20 college students (13 males and 7 females) were interviewed. Their ages ranged from 18 to 21 years, and their experience in playing the “Glory of Kings” game ranged from 2 to 6 years. The detailed information of participants is shown in Table 1 .

www.frontiersin.org

Table 1. The basic information of the “Glory of Kings” player interviewees.

2.2. Data collection

Participants were recruited in September 2021 with the assistance of the university’s gaming societies. The gaming societies presented the study recruitment information to members via social media. Participation was voluntary, and no incentive was offered for participation. The demographic information was collected before the interview, and the GPA information was collected at the beginning and end of the semester. The pilot-tested, semi-structured interviews were conducted using pre-determined, open-ended questions. The interviewers were conducted by two senior undergraduate students who had acquired knowledge of psychology, interpersonal communication, and qualitative research through relevant training prior to conducting this study. When conducting the interviews, they would follow a unified syllabus and agree on the follow-up questions. The interviews were conducted in a combination of online and offline formats. For participants located in Wenzhou City, interviews were conducted face-to-face in a meeting room at Wenzhou Medical University, where the environment was quiet and undisturbed. For participants located outside of Wenzhou City, online video interviews were conducted using social media. In addition to questions on demographic information, the interview syllabus was as follows:

1. Why do you play games?

2. How do you feel about being a player in the game of “Glory of Kings?”

3. What do you expect to gain from playing the game of “Glory of Kings?” And what do you actually gain from the game?

4. What is your experience with playing the game? And what experiences do you find enjoyable?

5. What are the best and worst things you think happen in the game?

6. What personal changes do you think have occurred after playing the game?

7. Is there anything else you would like to talk about on this topic?

All interviews were conducted at the time most convenient to the participants, and the interview schedule was determined 1 day in advance. Before the interview, participants were told about the procedures, such as how long the interview would last, the topics to be discussed, and permission to record the interview. Each interviewee lasted for approximately 30–40 min. All interviews were audiotaped and transcribed within 24 h after the interview. Two researchers independently completed and checked transcription to reduce personal biases.

2.3. Data analysis

Inductive thematic analysis was used to analyze the data ( Braun and Clarke, 2006 ) and data were analyzed using qualitative analysis software NVivo 10. The steps were as follows: (1) transcript reading, preliminary coding, and note-taking; (2) developing final codes by reading and rereading the transcripts to identify patterns and themes; (3) developing a thematic mind map; (4) defining and naming themes and sub-themes, and (5) preparing the final report with an analysis of the selected fragments. Data were analyzed by two researchers to ensure reliability, when other researchers examined and validated the data, codes, and analyses by holding regular research team meetings. Textual information was discussed by the researchers several times until a consensus was reached. In addition, the results of the preliminary analysis were shared with the participants for their reviews and comments. The analysis was done in Chinese and the quotes were then translated into English and checked by a native translator who was not involved with the data collection (see Table 2 for an example of the process).

www.frontiersin.org

Table 2. Thematic analysis of transcribed data from interviews with 20 people with the online game “Glory of Kings”.

2.4. Ethical considerations

The studies involving human participants were reviewed and approved by the Ethics Committee of Wenzhou Medical University (2022-028). This study complies with the Helsinki Declaration’s guidelines. After obtaining both verbal and written information about the study, the participants signed informed consent. Written informed consent was obtained from the individuals for the participation in this study and the publication of any potentially identifiable images or data included in this article, and the data was password-protected and encrypted. Each participant was assigned a coding reference, which referred to the participant’s number and gender (i.e., M3 refers to respondent 3, Male gender). During the interviews, the researchers treated the participants with respect, listened intently, and responded to their questions.

Three themes were identified from the data material, namely, meeting the college student’s personal growth, satisfying the social needs of college students, and promoting academic performance.

3.1. Meeting the need for personal growth

3.1.1. relieve stress and achieve happiness.

Online games, because of the characteristics of confrontation, entertainment and challenge, make it a way for college students to vent their emotions. Most interviewees believe that the fast pace of university brings them great study pressure. Also, college students of different grades report different sources of stress, such as pressure from parents, peers, academics, etc. However, no matter what kind of stress leads to negative emotions, they can be relieved through entertainment games. Following are typical quotes from gamers who said that the game can relieve negative emotions and bring positive feelings.

Game is not a necessity, but I would occasionally indulge in it. I like to live happily in virtual games (M5, 20-year-old).
When encounter troubles, I choose to play a few rounds of games. Although the pleasure brought by the game is temporary, it could fade away the troubles (M1, 20-year-old).
I went through a particularly bad period last semester… Later, I fell in love with “Glory of Kings,” and sometimes I even stayed up late to play games… However, when I was addicted to games temporarily, my pressure was released, which provides enough energy and enthusiasm to face difficulties (F7, 19-year-old).

3.1.2. Overcome the shortcomings and gain self-awareness

Due to the nature of “Glory of Kings,” it provides a platform for college students to fully enhance their consciousness. The characteristics of the five different roles in this game can also further prompt players to recognize their shortcomings and provide a reference for players to understand themselves. Players whose self-awareness is not clear enough get a clearer understanding through the game, and players whose self-perception is vague or even sometimes wrong get a chance to correct it. Following are typical quotes from gamers who have better self-awareness.

Gradually, I started to think about the reason, until I realized that I lacked a sense of the big picture and cooperation. Since then, I’ve made a conscious effort to work with my team on offense, which provides me with a better chance of victory. In life, I also recognized similar shortcomings and corrected them (F1, 19-year-old).
I prefer to play the role as an assassin, but I’m always not good at it. Later, my teammates suggested that I should be bolder and more adventurous. Under the guidance and practice, I gradually became proficient (M12, 18-year-old).
I am an untalkative person in life, but through playing games, I try to actively communicate with my teammates and gradually become more cheerful and good at communication (F4, 19-year-old).

3.1.3. Gain achievement and self-realization

Contrary to the harsh real society, the virtual game world demonstrates a new relatively equal social environment in its unique way and rich content. College students can explore multiple identities by experiencing multiple avatars or changing the appearance of avatars, thereby creating a virtual self-image that is sometimes compensatory and even restorative. Following are typical quotes from gamers who said that the game can bring them positive feelings.

I may be an ordinary person in life, but being a core character in games brings confidence (M1, 20-year-old).

In the virtual world of online games, college students can present themselves without the constraints of the single evaluation system of academic performance in real life. It provides the best arena for college students to gain achievement and fulfill their needs.

Sometimes I feel inferior because of my poor academic performance, and my classmates often treat me with colored glasses… Ranking as a king in the game, many players are willing to team up with me, which gives me a sense of accomplishment and brings back the confidence I lost in real life.

3.2. Satisfying the need for social life

3.2.1. broaden the social network.

College students can make friends around the world with common interests in the virtual world. The game’s forum provides the means to initiate a chat or team invitations to skilled players, as well as the option to team up with players in the same city. Through this avenue, strangers can converse with each other across geographical distances and blur cultural boundaries. Following are typical quotes from gamers who widened the breadth of interpersonal communication.

I spend most of my time playing games with my real friends, sometimes accepting game invitations from strangers and meeting skilled friends (F4, 19-year-old).
Because of the game, I met people of different ages and professions who taught me about game operations (M6, 19-year-old).

3.2.2. Increase social interaction

Online games offer everyone a convenient way to socialize and reduce social costs. The majority of participants reported that they would choose “Glory of Kings” as a common hobby to better integrate into the surrounding circle of friends. And some students will consciously take some compensatory actions against their friends who do not play games to maintain their friendship. Following are typical quotes from gamers who widened the breadth of interpersonal communication.

Playing games with unfamiliar individuals could quickly promote mutual understanding (F7, 19-year-old; M4, 21-year-old).
Playing games together can promote communication between roommates and increase common language (F2, 19-year-old).
I have a friend who does not play games and I tried to teach her to play but she refused. So I would study or eat with her after finishing the game time, and our relationship has always been tight (F5, 19-year-old).

3.2.3. Value teamwork

In the game “Glory of Kings,” college students work as a team to promote friendship and learn from each other’s strengths. Cooperation is necessary for the progress of this game, and there is also a respondent who says he has transformed from a solitary player to a competent collaborator. Every interviewee agreed that they preferred to work with the team and were willing to do their best to cooperate with their teammates when playing the game and even sacrifice for teammates when necessary. Following are typical quotes from gamers who enjoyed teamwork.

Sometimes I could not figure it out on my own, but a team could succeed (M1, 20-year-old).
I used to fight alone when I think that just be happy with myself. But gradually I fell in love with playing in team battles and was happy to cooperate with the team. Meanwhile, if I do not focus on team cooperation, there will be no communication in the game, and the road to promotion will be bumpy (M3, 19-year-old).

3.3. Promoting academic performance

3.3.1. improve learning ability.

The topic of academics was constantly mentioned and excavated in the interviews. The interviewees mentioned that online games helped them to master some transferable skills, such as problem-solving ability, quick thinking ability, etc. These abilities are usually trained unconsciously in games, and the player is able to experience the corresponding ability improvements in the real world when the match is over. Following are typical quotes from gamers who improved their ability to learn.

By studying the characters’ skill matching and line-ups in the game, my mind seemed to be more flexible and my problem-solving efficiency improved (M8, 18-year-old).
In order to improve my game skills, I watched the live video of the game host and learned their skills. As time passed, I found it easier to follow the teacher’s explanation in class while I could not keep up with the teacher’s quick thinking before (F2, 19-year-old).

3.3.2. Increase interest in learning

The combination of abstract and complex knowledge with online games can change the current passive input education model and make students more interested and effective in learning. Following are typical quotes from gamers who said that they could accept the teaching content more effectively in the process of playing games.

The teacher introduced the historical relationships between different characters using the heroic characters from “Glory of Kings,” which suddenly made a sleepy history lesson come to life (F2, 19-year-old).

Some interviewees also proposed that combining the virtual currency obtained in the game with the correct rate of answering questions in the virtual classroom of college students can improve students’ classroom performance. Following are typical quotes from gamers who proposed that the mechanics of the game can be realized in the real world.

Using this way of learning can motivate me to arrange my online game time rationally, reduce my dependence on online games and enjoy studying more (F6, 20-year-old).

4. Discussion

This study examines whether “Glory of Kings” has a positive impact on college students. The qualitative nature of this study allows players to fully articulate specific aspects of their perspectives and allows researchers to analyze their views and attitudes in depth.

4.1. The impact on personal growth

Most participants in our study believe that the pressure in their university life can be relieved through online games which are consistent with the findings of Ari et al. (2020) . The pressure from various aspects, such as academics, family, and social lives, as well as the confusion about the future, bring contemporary college students under more psychological pressure. Online games make it a way for college students to escape from reality and vent their suppressed emotions, and some students also accompany the relief method of verbal catharsis in the process. These findings are similar to those of Pine et al. (2020) that college students enjoy the happiness that accompanies the release of stress when gaming.

College students are in an important period of strengthening their self-consciousness system. As a medium, “Glory of Kings” provides players with a competitive platform whose ultimate goal is victory. In order to continue to win, players need to constantly reflect and summarize ( Kow, 2017 ). Larsen (2020) proposed seven aspects of the skill theory framework to guide players to improve their skill level in the game. Therefore, players can correspond to the theoretical framework and reflect on their shortcomings and deficiencies. By having the opportunity to overcome shortcomings and reflect on themselves in the game world, ultimately a clearer self-awareness can be projected and benefit the player in the real world.

According to Maslow’s hierarchy of needs theory, the ultimate human need is self-actualization. Likewise, college students need to be respected and expect to gain achievement ( Zhong and Yao, 2013 ). Liao et al. (2017) proposed that people will form virtual personalities on the Internet through self-remodeling, while virtual personalities are often different from the real world. In real life, the differences in economic conditions, living areas, material conditions, status, and the increasingly fierce competition environment often limit college students’ achievement experience. In online games, the boundary between physical reality and virtual reality will be blurred by more personalized and immersive environments ( Young, 2009 ; Soutter and Hitchens, 2016 ; Kuo et al., 2017 ), resulting in a convenient way for college students to get achievements. Like the ordinary student M8, he was appreciated by others for his superb gaming skills. In conclusion, achieving self-worth and reaching potential are the goals to meet the need for self-actualization ( Liao et al., 2017 ).

4.2. The impact on interpersonal communication

In the case of “Glory of Kings,” which is a confrontation that unfolds by grouping, the system offers both the opportunity to form teams on one’s own and the option of random matching. Online games try to expand player interactivity and social friendships in the setting of game rules to attract more players, which coincides with the needs of college students to interact with people ( Ducheneaut and Moore, 2004 ). Linked to the trait of awakened autonomy among college students, they will establish emotional communication with like-minded friends they meet in “Glory of Kings,” and will also subjectively choose whom to team up with, which may be teammates they meet through the game or friends in the real world. The game provides a more comfortable communication platform for strangers in real life, thus widening the breadth of interpersonal communication.

Most of the participants in this research also tend to play “Glory of Kings” with their friends. According to the study by Croes and Antheunis (2021) , people’s intimacy is directly proportional to the frequency of interaction. Consistent with the conclusion of Lai and Fung (2019) , college students will not alienate their friends and feel lonely because of excessive investment in playing games. On the contrary, the emotions and experiences shared in the virtual game world can strengthen the bond between them ( Granic et al., 2014 ). College students can fight side by side with their friends in the gaming world, and discuss gaming skills together offline. The game does not destroy or isolate their relationships. On the contrary, the tacit cooperation and communication between players in the game make the relationship closer.

Most of our participants recognize that they liked the teamwork model of “Glory of Kings.” Consist to the study by Chen and Chang (2020) , a MOBA mobile game, it simulates a real-world situation in which temporary teams of strangers complete complex tasks in a short period. It can provide players with a unique platform for teamwork in such scenarios where social relationships need to be established quickly. It is further suggested in the study of Ewoldsen et al. (2012) that this can increase pro-social behaviors outside of the game environment, such as social and civic activities. It follows that teams derive satisfaction from existence, which is part of the meaning of collective effort. Choosing the group and cooperating to reach the same goals is precisely what is essential in real life as well.

4.3. The impact on academic performance

Contrary to conventional beliefs that playing games is intellectually lazy and sedating, playing games is shown to promote a wide range of cognitive skills ( Granic et al., 2014 ). Compared with non-gamers, gamers show faster and more accurate attention allocation, and higher spatial resolution enhanced mental rotation in visual processing, these skills are transferred to other spatial tasks outside the game context ( Green and Bavelier, 2012 ). In addition, scholars speculate that problem-solving skills can also be developed. On the whole, there are many good principles of learning built into good online games ( Adachi and Willoughby, 2013 ), which could be applied to school learning tomorrow.

For this generation that grows up with the Internet, online games are an integral medium of communication and learning and have great potential for schools and workplaces to increase engagement, creativity and lifelong learning skills ( Gee, 2003 ; Turkay and Adinolf, 2012 ; Granic et al., 2014 ). From the existing overall analysis results, the condition of the online games has more positive learning effect than traditional teaching condition. In addition to improving learning and memory ( Sitzmann, 2011 ; Wouters et al., 2013 ), online gameplay has the potential to motivate individuals to participate in educational settings to improve students’ interest in learning ( Clark et al., 2016 ).

4.4. Suggestions for parents and college management

By considering both the negative effects and potential benefits of the existence of games, many scholars proposed some balanced perspectives on the use of games for real-world personal growth with the intervention and supervision of a third party. The influence of the family is a pivotal factor, as it contributes significantly to the socialization of adolescents ( Liu et al., 2015 ). Parental regulation through restrictive mediation or conversational mediation in adolescents’ gaming is one important factor that may limit adolescents’ gaming behavior ( Colasante et al., 2022 ).

On the other hand, it is unscientific for parents to blindly prohibit their children from online games ( Chen et al., 2020 ). More and more parents accept the Internet and games as valuable learning tools ( Willoughby, 2008 ). Those parents help children become consumers to judge the advantages of games, plan a variety of leisure activities, mediate violent temptation games, and help children find the meaning of online games through positive communication ( Chiu et al., 2004 ). Indeed, co-playing games with parents are associated with heightened prosocial behavior for girls ( Coyne et al., 2011 ). In addition, researchers suggest that adolescents who receive the correct family education for the online game may learn ways to meet basic needs and self-control ( Griffiths and Meredith, 2009 ; Liu et al., 2015 ; Chen et al., 2020 ). Parents should create a harmonious family atmosphere by continuously improving their parenting skills and building close relationships with their children, which is in line with the suggestions of Chiu et al. (2004) . Meanwhile, parents should keep in touch with teachers to understand their children’s confusion as well as their use of the Internet at school to actively cooperate with the school’s policies.

Schools are digital education providers and prevention centers. Our results suggested that educators can take advantage of game-based education to facilitate problem-solving ability and to increase the study interests of college students ( Whitton and MacLure, 2017 ). Moreover, universities or colleges can use online games as a potentially useful and beneficial educational tool to promote students’ positive emotions. For example, a school in Seoul, South Korea, set up an online game course that covers the humanities of games, game terminology, game manipulation, Q&A with professional players, and game science to positively impact students at different grades and schools in public education sites ( Choi and Bang, 2021 ).

Many colleges and universities in China nowadays create electronic competitive social organizations and used network games in their daily teaching, not only to enrich students’ extracurricular life, but also to provide a platform for college students to find like-minded friends to play online games reasonably. Furthermore, some universities or colleges combine health education of online games with ideological and political work and try to establish college students’ mental profiles to understand their overall psychological conditions when they are playing online games. More strategies are needed to maximize the positive impact of online games on college students and help them grow healthily.

5. Implication

Despite the negative perception of online games in the Chinese cultural context, our study re-examines the impact of online games from the gamer’s perspective. To a certain extent, online games meet the personalized requirements of college students’ personal growth in Chinese collectivist culture, realize the need for the social interaction satisfaction, and enhance creativity in learning ( Chen and Chang, 2020 ). The higher education nowadays should more scientifically guide teachers and parents to change their attitudes toward online games and recognize the benefits of online games ( Whitton and MacLure, 2017 ). Meanwhile, the advantages of online games can be exploited to benefit more students by promoting their problem-solving ability through game-based education, contributing to more productive physical and mental health and learning ( Granic et al., 2014 ).

6. Limitation

Although this study shows that “Glory of Kings” has a positive impact on contemporary college students, it should be noted that the data are cross-sectional and longitudinal studies are still needed to confirm the long-term impact of “Glory of Kings” on college students. Secondly, the data is only derived from the feedback that respondents actively self-reported, which means that there may be some hidden part of the self-reflection content of respondents. Thirdly, relevant quantitative studies can be carried out to further verify and analyze the results of this study.

7. Conclusion

In this study, it is found that meeting the need for personal growth, satisfying the need for social life and promoting academic performance are the main positive effects of playing online games. Some suggestions that enhance the supportive role of online games are structured for family and college education.

Data availability statement

The original contributions presented in this study are included in the article/supplementary material, further inquiries can be directed to the corresponding authors.

Ethics statement

The studies involving human participants were reviewed and approved by the Ethics Committee of Wenzhou Medical University (2022-028). Written informed consent was obtained from the individual for the publication of any potentially identifiable images or data included in this article.

Author contributions

FL and DZ contributed to the conceptualization and writing—original draft. SW was in charge of the data collection and analysis. RZ assisted in data collation and analysis as well as literature search. CD and JZ contributed to the writing, reviewing, and editing. All authors contributed to manuscript revision, read, and approved the submitted version.

This research was supported by the Wenzhou Science and Technology Bureau Project (R20220086) and Zhejiang Province Curriculum Ideological and Political Education Research Project.

Acknowledgments

We would like to express gratitude to the colleagues who offered constructive and illuminating feedback, and to Guohua Zhang and Bingling Xia, who helped shape earlier versions of this article with their comments.

Conflict of interest

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

Publisher’s note

All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.

Adachi, P. J., and Willoughby, T. (2013). More than just fun and games: The longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades. J. Youth Adolesc. 42, 1041–1052. doi: 10.1007/s10964-013-9913-9

PubMed Abstract | CrossRef Full Text | Google Scholar

Ari, E., Yilmaz, V., and Elmastas Dikec, B. (2020). An extensive structural model proposal to explain online gaming behaviors. Entertain. Comput. 34:100340. doi: 10.1016/j.entcom.2020.100340

CrossRef Full Text | Google Scholar

Blinka, L., and Mikuška, J. (2014). The role of social motivation and sociability of gamers in online game addiction. Cyberpsychology 8:6. doi: 10.5817/CP2014-2-6

Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., and Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychol. 129, 387–398. doi: 10.1016/j.actpsy.2008.09.005

Bopp, J. A., Mekler, E. D., and Opwis, K. (2016). “Negative emotion, positive experience?,” in Proceedings of the 2016 CHI conference on human factors in computing systems , (CHI). 313–324. doi: 10.1145/2858036.2858227

Braun, V., and Clarke, V. (2006). Using thematic analysis in psychology. Q. Res. Psychol. 3, 77–101. doi: 10.1191/1478088706qp063oa

Calvo-Ferrer, J. R., and Belda-Medina, J. (2021). The effect of multiplayer video games on incidental and intentional L2 vocabulary learning: The case of among us. Mult. Technol. Interact. 5:80. doi: 10.3390/mti5120080

Chen, I. H., Lee, Z. H., Dong, X. Y., Gamble, J. H., and Feng, H. W. (2020). The influence of parenting style and time management tendency on internet gaming disorder among adolescents. Int. J. Environ. Res. Publ. Health 17:9120. doi: 10.3390/ijerph17239120

Chen, X., and Chang, B. (2020). The impact of learning motivation on continuous use in the mobile game - focusing on chinese mobile game _king of glory. Int. J. Content 16, 78–91.

Google Scholar

Chiu, S., Lee, J., and Huang, D. (2004). Video game addiction in children and teenagers in Taiwan. Cyber Psychol. Behav. 7, 571–581. doi: 10.1089/cpb.2004.7.571

Choi, J. F., and Bang, S. (2021). Impact of ‘The online League of Legends (LoL) GAME School’ program on the COVID-19 education crisis: Focusing on Korean Students’ affective domain. J. Institute 6, 43–51. doi: 10.22471/ai.2021.6.3.43

Clark, D. B., Tanner-Smith, E. E., and Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Rev. Educ. Res. 86, 79–122. doi: 10.3102/0034654315582065

CNNIC (2022). The 49th statistical report on china’s internet development [online]. Beijing: CNNIC.

Colasante, E., Pivetta, E., Canale, N., Vieno, A., Marino, C., Lenzi, M., et al. (2022). Problematic gaming risk among European adolescents: A cross-national evaluation of individual and socio-economic factors. Addiction 117, 2273–2282. doi: 10.1111/add.15843

Coyne, S. M., Padilla-Walker, L. M., Stockdale, L., and Day, R. D. (2011). Game on. girls: Associations between co-playing video games and adolescent behavioral and family outcomes. J. Adolesc. Health 49, 160–165. doi: 10.1016/j.jadohealth.2010.11.249

Croes, E. A. J., and Antheunis, M. L. (2021). Perceived intimacy differences of daily online and offline interactions in people’s social network. Societies 11:13. doi: 10.3390/soc11010013

Ducheneaut, N., and Moore, R. J. (2004). The social side of gaming: A study of interaction patterns in a massively multiplayer online game. Proc. ACM Conf. Comput. Supp. Cooperat. Work 6, 360–369. doi: 10.1145/1031607.1031667

Ewoldsen, D. R., Eno, C. A., Okdie, B. M., Velez, J. A., Guadagno, R. E., and Decoster, J. (2012). Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior. Cyberpsychol. Behav. Soc. Netw. 15, 277–280. doi: 10.1089/cyber.2011.0308

Ferguson, C., Coulson, M., and Barnett, J. (2011). A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems. J. Psychiatr. Res. 45, 1573–1578. doi: 10.1016/j.jpsychires.2011.09.005

Freeman, C. B. (2008). Internet gaming addiction. J. Nurse Pract. 4, 42–47. doi: 10.1016/j.nurpra.2007.10.006

Gee, J. P. (2003). What video games have to teach us about learning and literac. Natl. Council Teach. English 56, 335–342. doi: 10.2307/4140653

Glass, B. D., Maddox, W. T., and Love, B. C. (2013). Real-time strategy game training: Emergence of a cognitive flexibility trait. PLoS One 8:e70350. doi: 10.1371/journal.pone.0070350

Granic, I., Lobel, A., and Engels, R. C. (2014). The benefits of playing video games. Am. Psychol. 69, 66–78. doi: 10.1037/a0034857

Green, C. S., and Bavelier, D. (2012). Learning, attentional control, and action video games. Curr. Biol. 22, R197–R206. doi: 10.1016/j.cub.2012.02.012

Griffiths, M. D., and Meredith, A. (2009). Videogame addiction and its treatment. J. Contemp. Psychother. 39, 247–253. doi: 10.1007/s10879-009-9118-4

Huang, Z. (2021). “Analysis on the market strategies of the game glory of kings,” in 2021 3rd international conference on economic management and cultural industry (ICEMCI 2021) , (Atlantis Press), 3125–3129. doi: 10.2991/assehr.k.211209.512

Iaremenko, N. V. (2017). Enhance English Language Learnings’ Motivation Through Online Games. Inform. Technol. Learn. Tools 59, 126–133. doi: 10.33407/itlt.v59i3.1606

Jeong, E. J., and Kim, D. H. (2011). Social activities, self-efficacy, game attitudes, and game addiction. Cyberpsychol Behav. Soc. Netw. 14, 213–221. doi: 10.1089/cyber.2009.0289

Kim, Y.-Y., and Kim, M.-H. (2017). The impact of social factors on excessive online game usage, moderated by online self-identity. Cluster Comput. 20, 569–582. doi: 10.1007/s10586-017-0747-1

Ko, C. H., Yen, J. Y., Chen, C. C., Chen, S. H., and Yen, C. F. (2005). Gender differences and related factors affecting online gaming addiction among Taiwanese adolescents. J. Nervous Mental Dis. 193, 273–277. doi: 10.1097/01.nmd.0000158373.85150.57

Kow, Y. M. (2017). Digital introspection within learning-on-my-own rhetoric among computer gamers. Mind Culture Activity 25, 40–52. doi: 10.1080/10749039.2017.1329319

Kuo, A., Hiler, J. L., and Lutz, R. J. (2017). From super mario to skyrim: A framework for the evolution of video game consumption. J. Consumer Behav. 16, 101–120. doi: 10.1002/cb.1620

Kuss, D. J., and Griffiths, M. D. (2012). Internet and gaming addiction: A systematic literature review of neuroimaging studies. Brain Sci. 2, 347–374. doi: 10.3390/brainsci2030347

Lai, G., and Fung, K. Y. (2019). From online strangers to offline friends: A qualitative study of video game players in Hong Kong. Media Cult. Soc. 42, 483–501. doi: 10.1177/0163443719853505

Larsen, L. J. (2020). The play of champions: Toward a theory of skill in eSport. Sport Ethics Philosophy 16, 130–152. doi: 10.1080/17511321.2020.1827453

Li, H., and Wang, S. (2013). The role of cognitive distortion in online game addiction among Chinese adolescents. Child. Youth Serv. Rev. 35, 1468–1475. doi: 10.1016/j.childyouth.2013.05.021

Liao, J., Chen, X., and Chen, T. (2017). “Research on the self-construction of virtual personality of online game users based on hierarchy of needs model,” in 2017 3rd international conference on information management (ICIM) , (ICIM) 299–303. doi: 10.1109/INFOMAN.2017.7950396

Liu, Q. X., Fang, X. Y., Yan, N., Zhou, Z. K., Yuan, X. J., Lan, J., et al. (2015). Multi-family group therapy for adolescent Internet addiction: Exploring the underlying mechanisms. Addict. Behav. 42, 1–8. doi: 10.1016/j.addbeh.2014.10.021

Lo, S. K., Wang, C. C., and Fang, W. (2005). Physical interpersonal relationships and social anxiety among online game players. Cyberpsychol. Behav. 8, 15–20. doi: 10.1089/cpb.2005.8.15

Lopez-Fernandez, O. (2018). Generalised versus specific internet use-related addiction problems: A mixed methods study on internet, gaming, and social networking behaviours. Int. J. Environ. Res. Publ. Health 15:2913. doi: 10.3390/ijerph15122913

McClelland, P. J., Whitmell, S. J., and Scott, S. D. (2011). “Investigating communication and social practices in real-time strategy games: Are in-game tools sufficient to support the overall gaming experience?,” in Conference: Proceedings of the graphics interface 2011 conference , (Canada, NL: St. John’s).

Mora-Cantallops, M., and Sicilia, M. -Á (2018b). MOBA games: A literature review. Entertain. Comput. 26, 128–138. doi: 10.1016/j.entcom.2018.02.005

Mora-Cantallops, M., and Sicilia, M. -Á (2018a). Exploring player experience in ranked league of legends. Behav. Inform. Technol. 37, 1224–1236. doi: 10.1080/0144929X.2018.1492631

Ng, B. D., and Wiemer-Hastings, P. M. (2005). Addiction to the internet and online gaming. Cyberpsychol. Behav. 8, 110–113. doi: 10.1089/cpb.2005.8.110

Nuangjumnong, T. (2014). “The effects of gameplay on leadership behaviors: An empirical study on leadership behaviors and roles in multiplayer online battle arena games,” in 2014 international conference on cyberworlds , (International Telecommunications Society (ITS)). doi: 10.1109/CW.2014.48

Oei, A. C., and Patterson, M. D. (2013). Enhancing cognition with video games: A multiple game training study. PLoS One 8:e58546. doi: 10.1371/journal.pone.0058546

Oliver, M. B., Bowman, N. D., Woolley, J. K., Rogers, R., Sherrick, B. I., and Chung, M.-Y. (2016). Video games as meaningful entertainment experiences. Psychol. Popul. Med. Cult. 5, 390–405. doi: 10.1037/ppm0000066

Park, J. H., Han, D. H., Kim, B. N., Cheong, J. H., and Lee, Y. S. (2016). Correlations among social anxiety, self-esteem, impulsivity, and game genre in patients with problematic online game playing. Psych. Investig. 13, 297–304. doi: 10.4306/pi.2016.13.3.297

Pine, R., Fleming, T., Mccallum, S., and Sutcliffe, K. (2020). The effects of casual videogames on anxiety, depression, stress, and low mood: A systematic review. Games Health J. 9, 255–264. doi: 10.1089/g4h.2019.0132

Schenk, S., Lech, R. K., and Suchan, B. (2017). Games people play: How video games improve probabilistic learning. Behav. Brain Res. 335, 208–214. doi: 10.1016/j.bbr.2017.08.027

Sitzmann, T. (2011). A meta- analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychol. 64, 489–528. doi: 10.1111/j.1744-6570.2011.01190.x

Smyth, J. M. (2007). Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play. Cyberpsychol. Behav. 10, 717–721. doi: 10.1089/cpb.2007.9963

Snodgrass, J. G., Lacy, M. G., Francois Dengah, H. J., and Fagan, J. (2011). Enhancing one life rather than living two: Playing MMOS with offline friends. Comput. Hum. Behav. 27, 1211–1222. doi: 10.1016/j.chb.2011.01.001

Soutter, A. R. B., and Hitchens, M. (2016). The relationship between character identification and flow state within video games. Comput. Hum. Behav. 55, 1030–1038. doi: 10.1016/j.chb.2015.11.012

Sublette, V. A., and Mullan, B. (2010). Consequences of play: A systematic review of the effects of online gaming. Int. J. Mental Health Addict. 10, 3–23. doi: 10.1007/s11469-010-9304-3

Turkay, S., and Adinolf, S. (2012). What do players (Think They) learn in games? Proc. Soc. Behav. Sci. 46, 3345–3349. doi: 10.1016/j.sbspro.2012.06.064

Wei, H. T., Chen, M. H., Huang, P. C., and Bai, Y. M. (2012). The association between online gaming, social phobia, and depression: An internet survey. BMC Psych. 12:92. doi: 10.1186/1471-244X-12-92

Whitton, N., and MacLure, M. (2017). Video game discourses and implications for game-based education. Discourse 38, 561–572. doi: 10.1080/01596306.2015.1123222

Willoughby, T. (2008). A short-term longitudinal study of Internet and computer game use by adolescent boys and girls: Prevalence, frequency of use, and psychosocial predictors. Dev. Psychol. 44, 195–204. doi: 10.1037/0012-1649.44.1.195

Wouters, P., Van Nimwegen, C., Van Oostendorp, H., and Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. J. Educ. Psychol. 105, 249–265. doi: 10.1037/a0031311

Wu, C. S. T., Wong, H. T., Yu, K. F., Fok, K. W., Yeung, S. M., Lam, C. H., et al. (2016). Parenting approaches, family functionality, and internet addiction among Hong Kong adolescents. BMC Pediatr. 16:130. doi: 10.1186/s12887-016-0666-y

Wu, J. M., and Liu, D. (2007). The effects of trust and enjoyment on intention to play online games. J. Electr. Comm. Res. 8:128.

Xu, L. X., Wu, L. L., Geng, X. M., Wang, Z. L., Guo, X. Y., Song, K. R., et al. (2021). A review of psychological interventions for internet addiction. Psych. Res. 302:114016. doi: 10.1016/j.psychres.2021.114016

Xu, Z., Turel, O., and Yuan, Y. (2017). Online game addiction among adolescents: Motivation and prevention factors. Europ. J. Inform. Syst. 21, 321–340. doi: 10.1057/ejis.2011.56

Yang, P., Harrison, B. E., and Roberts, D. (2014). “Identifying patterns in combat that are predictive of success in MOBA games,” in Conference: Proceedings of the Foundations of Digital Games 2014 Conference (FDG 14). (FDG).

Yc, C. (2006). Massively multiplayer online role-playing game-induced seizures: A neglected health problem in Internet addiction. Cyberpsychol Behav. 9, 451–456. doi: 10.1089/cpb.2006.9.451

Yee, N. (2006b). Motivations for play in online games. Cyberpsychol. Behav. 9, 772–775. doi: 10.1089/cpb.2006.9.772

Yee, N. (2006a). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. PRESENCE 15, 309–329. doi: 10.1162/pres.15.3.309

Young, K. (2009). Understanding online gaming addiction and treatment issues for adolescents. Am. J. Fam. Ther. 37, 355–372. doi: 10.1080/01926180902942191

Zhong, Z.-J., and Yao, M. Z. (2013). Gaming motivations, avatar-self identification and symptoms of online game addiction. Asian J. Commun. 23, 555–573. doi: 10.1080/01292986.2012.748814

Keywords : college students, online games, Glory of Kings, personal growth, social life, academic performance, qualitative study

Citation: Li F, Zhang D, Wu S, Zhou R, Dong C and Zhang J (2023) Positive effects of online games on the growth of college students: A qualitative study from China. Front. Psychol. 14:1008211. doi: 10.3389/fpsyg.2023.1008211

Received: 31 July 2022; Accepted: 13 February 2023; Published: 24 February 2023.

Reviewed by:

Copyright © 2023 Li, Zhang, Wu, Zhou, Dong and Zhang. 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.

www.frontiersin.org

† These authors have contributed equally to this work and share first authorship

‡ These authors have contributed equally to this work and share last authorship

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

Academia.edu no longer supports Internet Explorer.

To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to  upgrade your browser .

Enter the email address you signed up with and we'll email you a reset link.

  • We're Hiring!
  • Help Center

First page of “CHAPTER II REVIEW OF RELATED LITERATURE AND STUDIES”

Download Free PDF

CHAPTER II REVIEW OF RELATED LITERATURE AND STUDIES

Profile image of Rey Caniete

Free related PDFs Related papers

chapter 2 research about online games

Games as Services

Casual Games and Expanded Game Experiences: Design Point of View Cover Page

This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).

Learning, Education and Games. Volume One Cover Page

Procedia-Social and Behavioral Sciences, 2010

Discover Mathematics on Mobile Devices using Gaming Approach Cover Page

ACM SIGCSE Bulletin, 2009

Engaging students through mobile game development Cover Page

Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts - DIMEA '07, 2007

Playability heuristics for mobile multi-player games Cover Page

Culture is defined as the whole complex of distinctive spiritual, intellectual, emotional and material features that characterize a society or social groups. And with this reality, culture plays a vital role in the development of a certain community and society. And one of the elements that is important in understanding one's culture is the presence of indigenous games. This study aims to identify the different indigenous games of the Agta community of Peñablanca, Cagayan, Philippines. Ethnographic method was utilized to determine the needed data. Results revealed that the indigenous games of the Agtas are Sigegud (Bow and Arrow), Magsinaang-ugaw (Tree Climbing), and Magkabay (Swimming), where these games serve as their practice for survival and for recreation.

INDIGENEOUS GAMES OF THE AGTAS OF PEÑABLANCA, CAGAYAN Cover Page

2011 International Conference on User Science and Engineering (i-USEr ), 2011

Designing user experience for mobile game-based learning Cover Page

Loading Preview

Sorry, preview is currently unavailable. You can download the paper by clicking the button above.

Early Usability Evaluation in Model-Driven Video Game Development Cover Page

  •   We're Hiring!
  •   Help Center
  • Find new research papers in:
  • Health Sciences
  • Earth Sciences
  • Cognitive Science
  • Mathematics
  • Computer Science
  • Academia ©2024

Frostpunk 2: The Lore of New London Explained

4

Your changes have been saved

Email is sent

Email has already been sent

Please verify your email address.

You’ve reached your account maximum for followed topics.

Despite Its Official Classification, Frostpunk 2 Is a Good Game for The Steam Deck

Frostpunk 2's idea tree is a logical progression from the first game's tech tree, october 22 is going to be a big day for playstation horror fans.

One of the original Frostpunk 's greatest strengths was its distinct aesthetic and the grim post-apocalyptic narrative that came alongside it. In Frostpunk , players lead a group of survivors to one of humanity's last strongholds, a heat-producing generator that acts as the only respite against the world's new ongoing ice age. This site quickly grows from a small settlement to a bustling city. Though the road to peace and prosperity is long and hard, it's a road that eventually leads to Frostpunk 2 .

Set 30 years after the end of Frostpunk 's main campaign. Frostpunk 2 's prologue sees players control a group of survivors forced to wander the lethal Frostlands in search of a new home. But after that prologue, players return to familiar ground, with most of Frostpunk 2 's campaign putting the city of New London in the player's hands once more.

Frostpunk 2 Steam Deck

Frostpunk 2 hit Steam just a few days ago, and while it's technically "Unsupported" on the Steam Deck, it's a surprisingly solid experience.

The Lore Behind Frostpunk 2's New London Explained

Frostpunk's new london was the last bastion for humanity.

In 1886, bizarre weather patterns started to appear around the globe. The world's best scientists were sent north to investigate the phenomena, but they were met with the beginning of the end of the world. Temperatures started dropping in countries around the world, and panic started to set in as crops died and starvation began to spread. Millions of refugees fled to warmer climates, but the sheer volume of them led to anarchy in the streets, eventually leading to complete societal collapse.

In the final days of the Great Frost, the British Empire loaded its people onto gigantic amphibious ships known as Land Dreadnoughts, and sent them off to designated outposts. By that point, temperatures had dropped to record lows, and most of the world was covered in thick layers of snow and ice. One Land Dreadnought left London in search of an outpost but ran out of coal to power its engine. The people inside decided to walk the rest of the way, knowing may would not survive the journey.

Just 80 people made it to the outpost. This outpost was located in the center of a gigantic circular crater, and at the heart of it was one of the Empire's experimental Heat Generator Towers , humanity's last hope for survival. The 80 survivors began to gather the resources that littered the crater, finding enough coal to power the generator. As the generator turned on, the 80 survivors felt hope for the first time in a year, and the settlement was christened New London.

New London Remains Standing for 30 Years

Against all odds, New London and its ever-growing population managed to survive the new ice age for a total of 30 years. Over those 30 years, New London and its people saw the rise of a new religion or new military regime, a gang of Londoners tried to revolt and take people back to the icy remains of Britain's old capital city, and a Great Storm wreaked havoc on the city. But New London survived it all.

New London Is Under New Management in Frostpunk 2

30 years after the events of Frostpunk , New London's old Captain (the first game's player-character) dies, and leaves the city in the hands of a hand-picked Steward. Frostpunk 2 sees players take control of this new Steward, and they're once again tasked with turning New London into a thriving metropolis filled with healthy citizens.

Frostpunk 2

Your Rating

Your comment has not been saved

Frostpunk 2

The game takes place 30 years after the apocalyptic blizzard that has taken place in Frostpunk. Earth is still overwhelmed by the neverending frost and harsh, icy climate. You play as the leader of a resource-hungry metropolis where expansion and internal conflicts are an unavoidable reality. It’s up to you to make decisions about your City’s future and face their consequences. In Frostpunk 2 you can build your City on a new scale by creating entire districts with different purposes. Make sure that all parts of the City work well together as well as research technologies that will set the direction for your citizens’ progress. THE CITY MUST NOT FALL “Frostpunk 2 is still a game about the City and its society,” states Jakub Stokalski, game Co-Director and Design Director at 11 bit studios. “But inner turmoils, sparked by rising social differences, mean that players will be facing new kinds of threats. We use a post-apocalyptic setup to tell a meaningful story about human ambition. Because ultimately, what can end us is not nature itself – it’s human nature.” NAVIGATE BETWEEN FACTIONS AS A STEWARD As the City grows, creating and passing new laws becomes a more complex matter. The people slowly divide into factions with different, often contradictory visions of the future. The Council is a place where these ideas clash, sometimes violently. It’s your role as a Steward to ensure that the city will not fall because of those conflicts. Manage emerging crises while at the same time steering humanity towards a new destiny.

PC-1

We hope you like the items we recommend and discuss! Game Rant has affiliate and sponsored partnerships, so we receive a share of the revenue from some of your purchases. This won’t affect the price you pay and helps us offer the best product recommendations.

COMMENTS

  1. Effects Of Online Games in Academic Performance Among Senior High School

    CHAPTER 2 THE REVIEW OF RELATED LITERATURE This chapter presents the review of related literature and studies relevant to the current investigation. ... would like to ask your permission to allow us to conduct a survey. This is in view of our Research, entitled "Effects of Online Games in Academic Performance among Senior High School in Mount ...

  2. The Impact of Online Game Addiction on Adolescent Mental Health: A

    Keywords : Online game addiction; Mental health; Adolescents; Good Health and Wellbeing Research Area Map Wilayah PRISMA flow chart diagram In De Pascuale's research, the data showed a positive ...

  3. The Effects of Online Games on Student's Academic Performance

    PDF | On Jul 17, 2023, Sharliana Che Ani and others published The Effects of Online Games on Student's Academic Performance | Find, read and cite all the research you need on ResearchGate

  4. The Impact of Online Games on Student Academic Performance

    This research aims to investigate the influence of online video gaming on the academic performance of students. The study will examine the relationship between online gaming and academic performance, as well as factors that may moderate this relationship, such as the days of gaming sessions, gender, and academic performance.

  5. PDF An Investigation Of High School Students' Online Game Addiction ...

    The aim of this study is to investigate high school students' online game addiction with respect to gender. The sample which was selected through the criterion sampling method, consists of 81 female (61.8 %) female, and 50 male (38.2 %), total 131 high school students. The "Online Game Addiction Scale" which was developed by Kaya and ...

  6. A Literature Review on the Impact of Online Games in ...

    To conclude the litera ture review on the im pact of online. games on vocabulary lea rning, it can be said that onl ine games. are an effective and motivating way to teach vocabulary in. EFL ...

  7. PDF The Effect of Online Games to The Academic Performance of The

    In fact, most online games tend to get old too quickly and lost their appeal. It is because of the ever growing number of online games being develop from time to time. Nowadays, the popular online games that encourage the students to play are MINIMILITIA, DOTA 2, LEAGE OF LEGENDS, SPECIAL FORCE, CRAZY KART, GRAND CHASE etc.

  8. PDF The Effect of Online Games to The Academic Performance of The Senior

    A Refereed Research Journal Vol 11/ No 1/ Jan-Jun 2022 ISSN: 2319-8966 ... This chapter presents the research methods, the study respondents, the research instruments and the ... play online games is up to 2 hours (120 minutes) per day or the equivalent of 14 hours (420 minutes) per week. The American Medical Association also

  9. Playing Games: A Qualitative Study on Online Gamers

    Abstract. This paper first covers the traditional meaning of 'gaming' and 'playing' followed by the changes fostered by the use of internet. Online gaming as an emerging phenomena is then discussed in the light of changing trends in the available resources, opportunities and lifestyle of the modern youth. The purpose of this paper is to study ...

  10. Chapter 2 of our research about academic performance

    Effect of Online Games to the Academic Performance. When students pay little attention to their studies, their academic performance suffers. Thus, online gaming has an impact on students' academic performance, both positively and negatively. Based on the research of Valdez, Baylen et al. (2020), demonstrated that playing online games relieves ...

  11. Systematic literature review online gaming addiction among children and

    This research offers a systematic review of OGA among children and young adults. Since online games are particularly appealing to children and young adults, these vulnerable individuals who are in their formative years of cognitive development (Klausmeier & Allen, 2014) maybe at greater risk than other groups of developing gaming addiction.

  12. (PDF) The Effect of Online Game Addiction on Children ...

    Adolescents using the internet for 7 and 5-6 hours constitute only 6,6% and 9,4% of study. participants respectively (Demir & Kutlu, 2018). Furthermore, it is impossible to tell for certain. how ...

  13. PDF The Effect of Playing Online Games on Productivity Levels Worcester

    relationships2. However, the effects of computer games on productivity have not been as thoroughly explored. This IQP investigated the effects of skill-based computer games, particularly casual online games, on productivity, especially when the games are played during a short work breaks. With computer games on the rise as a recreational activity,

  14. Frontiers

    1 School of Nursing, Wenzhou Medical University, Wenzhou, China; 2 School of Mental Health, Wenzhou Medical University, Wenzhou, China; Objectives: This study aimed to explore the positive effects of online games on college students' psychological demands and individual growth. Methods: A qualitative study design was carried out in September 2021. Semi-structured, in-depth, and individual ...

  15. PDF Student s

    Chapter 2: Earlier Research In order to adequately accomplish the research purpose we decided to investigate the number and nature of the impacts in that online games might have an influence on the undergraduate students at University of G ävle. To do this we searched for

  16. PDF A Study on The Impact of Online Games to The Academic Performance of

    International Journal of Research Publication and Reviews, Vol 3, Issue 6, pp 4526-4532, June 2022 ... Online game may be a fond reasonably game that has becomes the foremost favourite of adults, teenagers, and even kids' gamers United Nations agency area unit still underneath mental the event. Associated with this issue, on-line games have a ...

  17. (PDF) Online Games

    Computer-based games have become an important social phenomenon of modern society. F ast-growing online. games are becoming the dominant sector in computer-based games. The development of online ...

  18. Online Games, Addiction and Overuse of

    Abstract. Online gaming addiction is a topic of increasing research interest. Since the early 2000s, there has been a significant increase in the number of empirical studies examining various aspects of problematic online gaming and online gaming addiction. This entry examines the contemporary research literature by analyzing (1) the prevalence ...

  19. CHAPTER II REVIEW OF RELATED LITERATURE AND STUDIES

    Paul Darvasi, PhD, Liz Jasko, Sabrina Haskell, David Simkins, Kat Schrier, Katrin Becker, Bruce Homer, Charlotte Weitze. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling ...

  20. (PDF) CHAPTER 2 REVIEW OF RELATED LITERATURE

    INTRODUCTION. A review of literature is a classification and evaluation of what accredited scholars and. researchers have written on a topic, organized according to a guiding concept such as a ...

  21. Frostpunk 2: The Lore of New London Explained

    New London played a major role in the first Frostpunk, and it makes a triumphant return in Frostpunk 2, where its storied history continues.

  22. (PDF) Online Gaming: Impact on the Academic Performance and Social

    The majority of students spent 1-2 hours playing online games per day and incurred costs associated with gaming. ... Chapter. Aug 2023; Neven Groš ... Research suggests that excessive online ...