The psychological and social problems that mobile games have brought to K12 students are analyzed from a neutral perspective. This paper summarizes the technological development of mobile games from the aspects of hardware and software in chronological order. K12 students usually have less self-control capability, and they are undoubtedly the biggest advocates of mobile games. Yet in the perception of the public, mobile games have always seemed to be associated with various derogatory terms such as interfering with learning, addiction, and violence. These games are even refined to cover almost all age groups of the population rather than the young people.
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