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Title : Impacts of Video Games on Physical Activities of Children (i)

Course code : 1205

Course name : Technical and Business Writing

Lecturer : Shahbaz Malik

Assignment number : 02

Due date : 25 May

Team Members : Afaq Wilson (1980167) , Zeeshan Raees (1980224) , Hamza

Ahmed (1980171) , Zeeshan Khawar (1980223) , Nizam Uddin (1980210) ,

Shamrooz Khan (1980185) , M.Usman Afsar (1980246).


Letter of Transmittal
Afaq Wilson
Team Leader
SZABIST University
XYZ St
Islamabad , ISB 44000

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

of children. Furthermore it suggests the techniques to increase physical activities of children.194

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,

and physical activity.

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

Title Page : …………………………………………………………………………………………………….......i

Letter of Transmittal : ………………………………………………………………………………………….....ii

Executive Summary: ……………………………………………………………………………………….......…iii

Table of content : …………………………………………………………………………………………….……iv

List of Tables and Figures : ……………………………………………………………………………………..vi

1.0 Introduction 7

1.1 Background Information 8

1.2 Statement of the purpose 9

1.3 Objectives 9

1.4 Significance of the study 9

1.5 Scope of the study 10

1.6 Limitation of the study 10

Review of Related Literature : 11

1. “Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy” 11

2. “Priming effect of computer game violence on children's aggression levels” 11

Methods: 13

1.7 Participants: 13

1.8 Procedure: 13

1.9 Statistical Analysis: 14

2.0 FINDINGS 14
2.1 Interviews before video game play: 14

2.1.1 Obesity and other diseases: 15

2.1.2 Lack of concentration/pre-occupation: 15

2.1.3 Lack of closeness/social relationship: 15

2.2 Physical activity during game play: 16

2.3 Interviews post active game play: 17

3.0 RESULT AND DISCUSSIONS : 17

4.0 CONCLUSION 19

5.0 RECOMMENDATION 20

 You can enable your youngsters to discover fulfillment in disconnected interests by recognizing their effort

and progress route. 20

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

Figure 8 depressive sysmptoms, suicidal behavior and being bullied ........................................ 18

Figure 9 games interfere with any of the following .................................................................. 19


1.0 Introduction
Physical activity defined as body’s movement that required energy, it plays an important role in

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

circulatory diseases and so on.

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

addiction, Reduction in motivation, Relationship issues, Social disconnections, and physical

inactivity.

This report is intended to examine the impact of video games on physical activities of children.
FIGURE 0.1

1.1 Background Information

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

on their health and physical activities.


1.2 Statement of the purpose

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.

Furthermore suggest the techniques to increase physical activities in children

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

games and led normal life

 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

 Conclusion drawn on the basis of experiment’s findings.

1.4 Significance of the study

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

school performance, gaming addiction, sleep disorders, emotional suppression, relationships

issues, low level of motivation, social disconnections, poor mental health, and at a risk

of developing rickets also.


FIGURE 0.2

1.5 Scope of the study

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

1.6 Limitation of the study

The sample was assessed, in a relatively small number, which could affect sample

representativeness.This study only focused on pakistan’schildrenandreportdoesnot show the

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”

Written By Craig A. Anderson, Douglas A. Gentile, Katherine E. Buckley

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

societies should act.

2. “Priming effect of computer game violence on children's aggression levels”

Jia-Kun Zheng, Qian Zhang

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

characteristic forcefulness showed solid hostility subsequent to playing Virtual Cop2,


while those with moderate or low attribute forcefulness didn't. Generally, the content

concluded that sex and attribute forcefulness both influence hostility among kids who

play rough computer games.

3. “Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study”

published by J Youth Adolesc.

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

of gaming for more nuanced and generalizable understanding.

FIGURE 0.1 VIDEO GAME CONDITION


Methods:

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

1.9 Statistical Analysis:

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

2.1 Interviews before video game play:

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

of playing video games too often on physical health.

FIGURE 2.1 HOW MANY HOURS A DAY DO YOU SPEND PLAYING VIDEO GAMES

2.1.1 Obesity and other diseases:

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

knuckle pads in kids is related to addiction to enjoying video games.

2.1.2 Lack of concentration/pre-occupation:

Some students reported:

"You’re more focused on the game, you lose concentration, and also we get less exercise".

2.1.3 Lack of closeness/social relationship:


Some data include that how gaming sometimes impacted their family relationship.

“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

realized it, I had skipped dinner.”

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

playing these games.

FIGURE 2.2 DO VIDEO GAMES BADLY IMPACT THE HEALTH AND PHYSICAL ACTIVITIES ?

2.2 Physical activity during game play:

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

dynamic computer game play.

2.3 Interviews post active game play:

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

displayed, as the accompanying remarks illustrate.

“don't like running outside because I have to go out and come back in but with this I can just

run inside and it’s more fun "

There's a lot of people who do computer games but they don't do exercise and they could have a

go at it and probably lose a lot of weight"

3.0 RESULT AND DISCUSSIONS :

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,

and physical activity.


FIGURE 3.1DEPRESSIVE SYMPTOMS, SUICIDAL BEHAVIOR AND BEING BULLIED

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

upgrade kids' wellbeing.


5.0 RECOMMENDATION

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

their clamoring school day.

 Parents should Arrange outdoor activities for children and their friends and motivate

them to get ready for elective exercises or some other physical games.

 You can enable your youngsters to discover fulfillment in disconnected interests by

recognizing their effort and progress route.

 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 effects of video games: A guide for the science-minded. (n.d.).


https://www.parentingscience.com/effects-of-video-games.html

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

Video Game Violence and Children. (n.d.).


https://www.questia.com/library/controversial-topics/video-game-violence-and-children

7.0 APPENDICES

The inquiries that were posed prior to playing dynamic computer games in meeting were:

 Do you play computer games?

 How numerous hours do you spent playing computer games every day?

 What sort of games do you like? Name them please.


 Do you believe that playing computer games negatively affects the actual action of

youngsters?

 How these computer games influence your body?

 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:

 How was the dynamic video gaming experience?

 How do you feel? Vivacious or Lethargic?

 Would you incline toward playing ordinary computer games or these computer games

that include actual movement?

 What changes do you feel in your body?

 Do you think dynamic video gaming is a decent option of actual exercises?

 Would you prescribe it to other people?

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