Professional Documents
Culture Documents
Assignment number : 02
24 May , 2022
Shahbaz Malik
Professor , Faculty of Software Engineering
SZABIST University
XYZ St
Islamabad , ISB 44000
Mr.Shahbaz,
As requested , the leader of Group has prepared a report examining the impacts of
video games on physical activities of children. The purpose of this report is to present
the findings of the research .
The findings of report show that it is improbable that time spent by teenagers in playing
dynamic video games replaces time spent in other physically dynamic practices or
stationary exercises.
Yours sincerely
Afaq Wilson
Team Leader
Executive Summary
The purpose of this report was to investigate the impact of video games on the physical activities
students from college volunteered to perform this survey. All data were collected online.
The interview revealed that most of the participants had negative statements regarding the impact
of video games, a negative vital correlation between video games and health, social relationships,
After all the findings and results, the recommendations made was that less time should be
allotted to the children for playing the videogames and more time should be invested in physical
activities.The outcomes of all this report has showed that the time spent on playing the
videogames by children should be replaces with the valuable time spent doing other physical
activities.
Contents
1.0 Introduction 7
1.3 Objectives 9
1. “Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy” 11
Methods: 13
1.7 Participants: 13
1.8 Procedure: 13
2.0 FINDINGS 14
2.1 Interviews before video game play: 14
4.0 CONCLUSION 19
5.0 RECOMMENDATION 20
You can enable your youngsters to discover fulfillment in disconnected interests by recognizing their effort
6.0 REFERENCE 20
7.0 APPENDICES 21
Table of Figures:
Figure 1 ......................................................................................................................................8
Figure 2 .................................................................................................................................... 10
Figure 3 .................................................................................................................................... 12
Figure 4 .................................................................................................................................... 14
Figure 6 how many hours a day do you spend playing video games .......................................... 15
Figure 7 do video games badly impact the health and physical activities? ................................. 16
child’s development and to maintain healthy body weight also helpful in development of
FundamentalMovement Skills (FMS), and for healthy lungs, heart bones and muscles. This is
essential for overall health. According to Penn State researchers People who are more physically
active report greater levels of excitement and enthusiasm than people who are less physically
active. Lack of physical activity linked towards health risk factors such as sleep disorder,
obesity, hypertension, feelings of anxiety and depression, it also increase the risk of heart and
Video Games referred as electronic, interactive games played on electronic gaming device or a
computer or mobile device and a television or other display screen. But it has both positive and
negative effects on children as they can improve cognitive abilities, such as increase visuospatial
cognition, mental rotation, attention, and help individuals overcome cognitive limitations.
Whereas on its negative impacts includes poor mental and physical health, game
inactivity.
This report is intended to examine the impact of video games on physical activities of children.
FIGURE 0.1
In October 1958, Physicist William Higginbotham created what is thought to be the first video
game. It was a very simple tennis game, similar to the classic 1970s video game Pong.
Video games are defined based on their platform, which include arcade games, console games,
and PC games. More recently, the industry has expanded onto mobile gaming through smart
phones and tablet computers, virtual and augmented reality systems, and remote cloud gaming.
Video games are classified into a wide range of genres based on their type of game play and
purpose so the thrill and allure of playing games has only increased, with more visual stimulus,
creativity, and satisfaction.Mostlychildren and adolescents fond to play video games for fun,
excitement, relaxation, to learn new things and instant gratification. But it also has some impact
To investigate the impact of video games on the physical activities of children this report was
conducted. The main objective is to look over children well being due to effect of video games.
1.3 Objectives
How video games affects the mental and physical health of an individual.
Suggest the techniques or strategies through which children would not addicted to video
Do video games have any positive effect on children or just they are going through its
negative impact
An experiment conducted on children just to find out their point of view about video
games, either they think video games are productive for them or not
Video games not only influence on children physical health but it also leaves impact on their
psychological wellbeing as well. They are also at higher risk of obesity, attention problems, poor
issues, low level of motivation, social disconnections, poor mental health, and at a risk
This report throw light on significant effects of videos games on health of Pakistani’s children,
how video games impact on their overall life and well being either its physical mental social In a
general way
The sample was assessed, in a relatively small number, which could affect sample
evidence of lifespam of individuals, either they follow the self-sustained frame or not.
Review of Related Literature :
1. “Violent Video Game Effects on Children and Adolescents: Theory, Research, and
Public Policy”
In chapter number 4 of this book writer discuss report’s findings from a laboratory
experiment: even children's games with cartoonish violence increased aggression in children
and college students. Similarly in chapter 5 writers discussed report’s findings from a survey
study of high school students: frequent violent game play leads to an angry and hostile
personality and to frequent aggression and violence. Furthermore they discussed a report
result that states that: elementary school children who frequently played violent games early
in the school year became more aggressive then before. At the end writers mention the
recommendation: public policy debates acknowledge the harmful effects of violent video
games on youth, and urge a more productive debate about whether and how modern
In this book writers discussed how hostility coming about because of playing rough PC
games fluctuates by sexual orientation and quality forcefulness level. Results indicated
that young men, however not young ladies, shown more grounded hostility in the wake of
playing Virtual Cop2, contrasted with Fight Landlord. Further, youngsters with high
concluded that sex and attribute forcefulness both influence hostility among kids who
The effects of video games on children’s psychosocial development remain the focus of this
article debate. Serious gaming was related with diminishes in prosocial conduct, yet just
among kids who played computer games with high recurrence. The conclusion of this article
is that replication is required and that future exploration should better recognize various types
1.7 Participants:
Participants were randomly selected from high school in Pakistan. It is determined the factors for
inclusion within the study to be the absence of mental or physical incapacity, freedom from
chronic diseases, and lack of psychological sicknesses. The form was filled out by the students
themselves.
1.8 Procedure:
A comprehensive clarification of the study procedures was additionally given, and every one the
students’ questions on their participation were answered. Afterwards, the students completed the
questionnaire online Estimation of physical action during game play, Physical movement levels
were additionally observed during the seven day stretch of dynamic computer game play,
utilizing an application named "Google Fit" which is utilized for both pulse checking and
pedometer.
FIGURE 0.2
The information was examined in various manners. The level of time spent in MVPA was
dictated by heart pulse observing, and the normal advance checks during computer game play
were determined by the application. The quantity of steps taken during computer game play was
changed over to a level of the means. Subjective information from center bunch interviews pre
and post computer game play were investigated utilizing talk examination.
2.0 FINDINGS
A focus group discussion with the students was recorded and revealed that most of the
participants had access to a games console at home, which in most cases was shared with other
family members.The participants all agreed with a range of negative statements about the impact
FIGURE 2.1 HOW MANY HOURS A DAY DO YOU SPEND PLAYING VIDEO GAMES
Youths tend to prey on junk foods like cakes that offer the body with a lot of energy. Taking junk
foods and lack of exercises leads to overweight. Obesity may be a common disease among
youths. Other diseases found were knuckle pads, seizures, muscle, postural, and skeletal
disorders like carpal tunnel syndrome, nervous disorder, and inflammation. Development of
"You’re more focused on the game, you lose concentration, and also we get less exercise".
“I know my relationship with my parents was hurting a little bit because I was missing dinner
sometimes. It’s like, when it’s time to eat, I would be like, in a few seconds, and then before I
In connection to these minor departure from 'impacts', the most widely recognized games
recorded as present top picks were Grand Theft Auto: San Andreas, PUBG, Call of Duty, tomb
Raider and so on. 'Glad' was the word most generally used to portray how members feel when
FIGURE 2.2 DO VIDEO GAMES BADLY IMPACT THE HEALTH AND PHYSICAL ACTIVITIES ?
The normal episode of noon computer game action was 24 min. During this time, the outcomes
show that young men amassed 1503 stages and young ladies gathered 1313 stages, likening to
10% and 11% of the suggested number of steps/days for wellbeing for young men and young
ladies. In like manner, the normal pulse was 148 bpm for the entire gathering during the time of
Every individual from the gathering was met independently after the seven day stretch of a long,
dynamic computer game play period. The inquiries posed returned them to the subjects revealed
in the main arrangement of meetings to perceive what improvement the intercession had made to
their view of games and wellbeing. For each situation, the understudies were overwhelmingly
positive about the involvement with terms of pleasure, notwithstanding the physical test
“don't like running outside because I have to go out and come back in but with this I can just
There's a lot of people who do computer games but they don't do exercise and they could have a
The interview revealed that most of the participants had negative statements regarding the impact
of video games, a negative vital correlation between video games and health, social relationships,
The aim of this study was to explore the link between video games and health and also physical
activity among adults. Our results showed a negative vital correlation between video games and
health, social relationships, and physical activity. Similar findings were observed in previous
analysis that found a big indirect correlation between health, physical activity, and electronic
play, further as between electronic play and numerous mental and physical health risks. Among
the according negative consequences of electronic play on young people’s health square measure
provocation of seizures, connective tissue injuries, and social introversion in cases of excessive
enjoying, and promotion of aggressive behavior owing to enjoying violent video games
FIGURE 3.2 GAMES INTERFERE WITH ANY OF THE FOLLOWING
4.0 CONCLUSION
The outcome of all the report is that video games can significantly be more enjoyable for the
teenagers because they are too lazy to play physical games and they are less enjoyable than video
games and this laziness is due to lack of physical games .The outcomes propose that it is
improbable that time spent by teenagers in playing dynamic video games replaces time spent in
other physically dynamic practices or stationary exercises. Investing more energy playing
dynamic video games seems to be related with a little, yet noteworthy increment in admission of
tidbits. This proposes mediations planned for expanding time spent on dynamic video gaming,
may have sudden reactions, along these lines justifying alert. The overindulgence of youngsters
in games and other electronic media to the detriment of physical movement will negatively affect
one's wellbeing. The aftereffects of this examination offer some help for the attestation that
dynamic video game play could be utilized as a stimulus to increment physical movement and
Here are some recommendations by which the children may not get addicted to the video games.
A set measure of time should be permitted till a specific time. As generally after
educational time is a mind boggling time for youngsters to slacken up and loosen up from
Parents should Arrange outdoor activities for children and their friends and motivate
them to get ready for elective exercises or some other physical games.
Even just getting up from the location where one is playing video games and walking
around randomly in the room they are in is a good way to exercise the muscles in the
body.
6.0 REFERENCE
The Real Effects of Video Games on Child Development. (2018, October 15).
https://mathrider.com/effects-video-games-child-development
Quwaider, M., Alabed, A., &Duwairi, R. (n.d.). The Impact of Video Games on the Players
Behaviors: A Survey.
https://www.sciencedirect.com/science/article/pii/S1877050919305393
Khan, A. (2019, August 30). 10 Positive & Negative Effects of Video Games on Children.
https://parenting.firstcry.com/articles/video-games-impact-on-children-the-good-and-the-
bad/
Nichols, H. (2017, July 10). How video games affect the brain.
https://www.medicalnewstoday.com/articles/318345.php
7.0 APPENDICES
The inquiries that were posed prior to playing dynamic computer games in meeting were:
How numerous hours do you spent playing computer games every day?
youngsters?
Can stoutness be connected to playing computer games throughout the day and less
actual movement?
The inquiries that were posed after dynamic video gaming meeting were:
Would you incline toward playing ordinary computer games or these computer games