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Torn Between Two Lovers: The Plight of Students Hooked on Mobile Games

Detchie Van Compania, Judith Rabacal
Psychology and Education: A Multidisciplinary Journal · 2025-03-18 · DOI 10.70838/pemj.330807
Token #4702
✓ Verified on SciChain. The record below hashes to exactly the content hash stored on chain for token #4702.
Token#4702 of SciMatic Articles (ERC-1155), fixed supply 1,000,000
Contract0x0E596B4bb924937aA35D9b342A90347ed6F05eF8
Mint transaction0x6553a0200aea3736295e22b80b5b782ed6376c0696b5bc862d734d7b7559598f · block 12104018
Minted2026-10-02 03:10 UTC
Hash on chain0x45a6d26ed9fa3c68e8357e800354ef296fe5097be05c7677e96532673c06135b
SHA-256 of the record0x45a6d26ed9fa3c68e8357e800354ef296fe5097be05c7677e96532673c06135b
Article today Matches the anchored record.

Allocation at minting

HolderWalletMintedHolds now
SciMatic (10%) 0xc35709AB…277732 100,000 100,000
Detchie Van Compania 0x9532ed85…77831D 450,000 450,000
Judith Rabacal 0x5Ec98EFf…9Ae3Db 450,000 450,000

The anchored record

Canonical JSON (keys sorted, no spaces, UTF-8). Its SHA-256 is the hash on chain. The abstract here is gemini shortened, not the author's own text.

{"abstract":"This study explored the challenges, strategies, and contributing factors to mobile gaming addiction among junior high school students. An exploratory sequential mixed-methods design was used, involving ten students in the qualitative phase and 161 students in the quantitative phase from thirteen secondary schools in Escalante City, Negros Occidental. These students excessively played mobile games such as Mobile Legends, Call of Duty, Roblox, and Minecraft. Qualitative data analysis revealed three themes: challenges in balancing mobile gaming and academic responsibilities, including time management difficulties, academic tasks, and health problems; strategies for balancing, such as self-discipline, time management, goal-setting, and prioritization; and contributing factors to addiction, including player-game attachment, social dynamics, game mechanics, and leisure/boredom. These qualitative findings informed the development of survey questionnaires for the quantitative phase, which verified the results. Most participants who played avidly were male students. Mobile gaming was prevalent among adolescents aged 12-14, with Mobile Legends: Bang Bang being the most preferred game, followed by Call of Duty. The findings provide a basis for educational leaders, teachers, and policymakers to understand mobile gaming's impact and develop strategies to mitigate addiction and promote a balanced lifestyle for students.","abstract_source":"gemini_shortened","authors":["Detchie Van Compania","Judith Rabacal"],"date":"2025-03-18","doi":"10.70838/pemj.330807","id":4702,"issue":8,"journal":{"issn":"2822-4353","name":"Psychology and Education: A Multidisciplinary Journal"},"pdf_sha256":"35ea1bdfb88ffa1894d1fd96a41fa2477572b90ecb81374dec8d64cb00c51c0b","schema":"scimatic-article/1","title":"Torn Between Two Lovers: The Plight of Students Hooked on Mobile Games","volume":33}

Check it yourself

1. The record, from the token's own metadata:

printf '%s' "$(curl -s https://scimatic.org/nft/articles/4702.json | jq -r .canonical_record)" | sha256sum

2. The hash stored on chain (contentHash(4702)):

curl -s https://rpc.scimatic.net -H 'content-type: application/json' \
  -d '{"jsonrpc":"2.0","id":1,"method":"eth_call","params":[{"to":"0x0E596B4bb924937aA35D9b342A90347ed6F05eF8","data":"0xf3e0c290000000000000000000000000000000000000000000000000000000000000125e"},"latest"]}'

The two must be equal (the second with a 0x in front).