Today students can do almost anything from their mobile phones, whether they need to take notes or get help from takemyclassesforme.com to keep up with their studies. It is a professional service that assists students with online classes, assignments, tasks, and exams. Whether you need expert guidance or simply have other responsibilities, it is a great way to balance everything out and get the best grades.
Mobile phones offer access to almost any resource, service, or entertainment. So it is unsurprising that besides education or communication, students use their devices for mobile gaming. The popularity of mobile games opened a discussion about the impact such a hobby might have on students.
Why Is Mobile Gaming So Popular?
The first and obvious response is that it is fun. However, it is interesting to understand from a scientific perspective why it is so fun. There are several significant reasons behind it, namely:
- They ensure fast dopamine release upon achievable goals;
- They provide rewards and trackable progress;
- They feature colorful and attractive multimedia;
- There is an element of surprise and exploration, which keeps one engaged.
Also, mobile games are accessible. Students always have their phones with them. All of these factors together make this hobby potentially addictive. From this perspective, gaming may become a problem.
Why Do Students Play Mobile Games?
Besides it being entertaining, several other factors contribute to students’ gaming time.
Boredom
Often the case, a person decides to kill time when bored. You may be in a line or commuting and want to make this waiting period more enjoyable. Mobile games are right there; many are available without Internet access.
Teamwork/Communication
A lot of them are interactive and bring users together. For many students, it can be a safe space to make friends and form strong emotional connections.
Stress Relief
Another common reason behind gaming is that it relieves stress. Students often deal with a lot of stress daily. In such a case, playing is an easy and fast way to unwind.
Escapism
For some, it can be a vital outlet to escape reality and problems.
Negative Effects
It is important to note that there is no common ground regarding the overall impact of gaming on study habits. There are both positive and negative effects based on studies done so far.
Procrastination
If you tend to procrastinate, such a hobby can make the matter worse. It is easy to lose track of time or think, “Just one more level” before you’ve spent several hours on a game.
Lack of Motivation
Because games are stimulating and offer a more accessible way to satisfy a psychological need for achievements, it may become harder to get the same feeling in real life. The educational process is long, and the progress takes more time to track.
Poor Performance
It can be a contributing factor to poor academic performance. Students might spend too much time playing and thus disregard their studies. They might lose focus and procrastinate more. And they also might perform worse because they’ve played all night and didn’t get any sleep.
Positive Effects
It would be unfair to say that games have only a negative influence. They can also be highly beneficial.
Problem-Solving
Games help students develop critical thinking and problem-solving. There are a lot of brain-stimulating activities that contribute to building cognition, memory, and focus.
Learning Skills
Playing games with a specific focus allows for building skills. For instance, you can learn math, languages, or coding through play.
Time Management
With a reasonable approach, such a hobby allows the development of solid time management and prioritization skills. It motivates young adults to do their homework and priority tasks efficiently so that they can enjoy their hobbies later.
What Is the Solution?
Games are compelling in terms of engagement, focus, and information memorization. So they can be both a source of entertainment and an educational tool.
As a hobby, they do not have to be dangerous or harmful. Students can have the best of both worlds with a reasonable approach and healthy boundaries. So it is only a matter of how a person interacts with them.
At the same time, educators can and should use games in a learning environment. They endorse collaboration, creativity, and problem-solving. Sebastian Thrun said, “Education should learn from the positive side of gaming – reward, accomplishment, and fun.”
Conclusion
The accessibility and entertaining nature of mobile play gives it a huge potential. It can lead to both negative and positive impacts on academic performance and study habits. The difference is in how a person interacts with them and the boundaries set. Incorporation of such tools in education can also be very beneficial.