Internet of Things (IoT) is innovation in the field of Communication where a number of intelligent devices are involved sharing information and making collaborative decision. IOT is going to be a market-changing force for a wide variety of real-time monitoring applications, such as E-healthcare, homes automation system, environmental monitoring and industrial automation as it is supporting to a large number of characteristics and achieving better cost efficiency. This article explores the emerging IoT in terms of the potential Energy Efficiency Reliability (EER) issues. This paper discusses the potential EER barriers with examples and suggests remedies and techniques which are helpful in propelling the development and deployment of IoT applications.
Internet of Things (IoT) is innovation in the field ofCommunication where a number of intelligent devices are involved sharing information and making collaborative decision. IOT is going to be a market-changing force for a wide variety of real-time monitoring applications, such as E-healthcare, homes automation system, environmental monitoring and industrial automation as it is supporting to a large number of characteristics and achieving better cost efficiency. This article explores the emerging IoT in terms of the potential Energy Efficiency Reliability (EER) issues. This paper discusses the potential EER barriers with examples and suggests remedies and techniques which are helpful in propelling the development and deployment of IoT applications.
Purpose The purpose of the study is to analyze a sample of 528 published papers over the past 11 years by conducting a bibliometric analysis. The study also aims to provide a consolidated overview of the existing literature on “gaming addiction” and presents the status of research with future directions for researchers who wish to explore and contribute to this rapidly evolving field. The descriptive statistics have been conducted through citation and co-citation analysis. Design/methodology/approach For the bibliometric analysis, the documents were retrieved from the Scopus database with the help of the Scopus analyzer while the VOS viewer1.6.16 software was used to analyze citations, co-authorship, etc. The literature search strategy was applied across various databases and the articles published between 2010 and December 2021 giving a total of 1,219 articles across all disciplines. Finally, 528 articles were shortlisted through the query restricted to subject areas, namely, business management, psychology, social science and multidisciplinary areas. Findings IGA has also been recognized by the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition, as one of the disorders; hence, this certainly calls for focussed efforts to understand the same and control further damage. The number of articles devoted to the study of “gaming addiction” has increased rapidly in recent years. Moreover, this study identifies some of the most influential articles in this area. Finally, this paper highlights the new trends and discusses the future research associated with gaming addiction. Research limitations/implications This study focusses on gaming addiction and its trends, related to researchers and country-wise contributions. This is one of the few studies to review the literature on gaming addiction by using citation and co-citation analysis. The main findings of this paper will help academicians and practitioners to improve the body of knowledge on the topic and provide an overview of promising future research avenues. Originality/value Internet gaming is a newly emerging area and studies related to gaming addiction are very recent. To the best of the authors’ knowledge, this study is a unique and comprehensive overview of the leading works done in this area.
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