Thank you for sharing this interview. It provides useful insights into how video games may impact children's behavior according to their parents' observations. Continuing this important discussion can help address any issues and support children's healthy development.
Video gamers have been found to have more grey matter development and increased brain plasticity. Can you get smarter by playing video games? Find out at our latest presentation. Visit http://aklavya.org for more such gaming goodness.
This powerpoint shows how violence/sexual contents in video games will affect teenager. Since teenagers are less mature than adult and have less experience, teenagers are most likely become victims of violence/sexual video games and may carry out crime.
a college seminar power point presentation on upcoming gaming technologies
p.s: the fonts i used were different then its shown plz install the font "Shopping Script", "Cheveuxdange", "lato light", and "mv boli"
Video gamers have been found to have more grey matter development and increased brain plasticity. Can you get smarter by playing video games? Find out at our latest presentation. Visit http://aklavya.org for more such gaming goodness.
This powerpoint shows how violence/sexual contents in video games will affect teenager. Since teenagers are less mature than adult and have less experience, teenagers are most likely become victims of violence/sexual video games and may carry out crime.
a college seminar power point presentation on upcoming gaming technologies
p.s: the fonts i used were different then its shown plz install the font "Shopping Script", "Cheveuxdange", "lato light", and "mv boli"
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Johnny Depp, synonymous with eclectic roles and unparalleled acting prowess. has also been a significant figure in fashion and style. Johnny Depp long hair is a distinctive trademark among the various elements that define his unique persona. This article delves into the evolution, impact. and cultural significance of Johnny Depp long hair. exploring how it has contributed to his iconic status.
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Introduction
Johnny Depp is an actor known for his chameleon-like ability to transform into a wide range of characters. from the eccentric Captain Jack Sparrow in "Pirates of the Caribbean" to the introspective Edward Scissorhands. His long hair is one constant throughout his evolving roles and public appearances. Johnny Depp long hair is not a style choice but a significant aspect of his identity. contributing to his allure and mystique. This article explores the journey and significance of Johnny Depp long hair. highlighting how it has become integral to his brand.
The Early Years: A Budding Star with Signature Locks
1980s: The Rise of a Young Heartthrob
Johnny Depp's journey in Hollywood began in the 1980s. with his breakout role in the television series "21 Jump Street." During this time, his hair was short, but it was already clear that Depp had a penchant for unique and edgy styles. By the decade's end, Depp started experimenting with longer hair. setting the stage for a lifelong signature.
1990s: From Heartthrob to Icon
The 1990s were transformative for Johnny Depp his career and personal style. Films like "Edward Scissorhands" (1990) and "Benny & Joon" (1993) saw Depp sporting various hair lengths and styles. But, his long, unkempt hair in "What's Eating Gilbert Grape" (1993) began to draw significant attention. This period marked the beginning of Johnny Depp long hair. which became a defining feature of his image.
The Iconic Roles: Hair as a Character Element
Edward Scissorhands (1990)
In "Edward Scissorhands," Johnny Depp's character had a wild and mane that complemented his ethereal and misunderstood persona. This role showcased how long hair Johnny Depp could enhance a character's depth and mystery.
Captain Jack Sparrow: The Pirate with Flowing Locks
One of Johnny Depp's iconic roles is Captain Jack Sparrow from the "Pirates of the Caribbean" series. Sparrow's long, dreadlocked hair symbolised his rebellious and unpredictable nature. The character's look, complete with beads and trinkets woven into his hair. was a collaboration between Depp and the film's costume designers. This style became iconic and influenced fashion trends and Halloween costumes worldwide.
Other Memorable Characters
Depp's long hair has also been featured in other roles, such as Ichabod Crane in "Sleepy Hollow" (1999). and Roux in "Chocolat" (2000). In these films, his hair added a layer of authenticity and depth to his characters. proving that Johnny Depp with long hair is more than a style—it's a storytelling tool.
Off-Screen Influenc
2. ACKNOWLEDGEMENT
I would like to express my special thanks of gratitude to
my Sociology Subject Teacher “Miss Purnima Organty”
for their able guidance and support in completing my
Project.
I came to know about so many new things I am really
thankful to them. Secondly I would like to thank my
Parents and friends who helped me to finalize the topic
and to complete the project within the limited time
frame.
: ADARSH CHAUHAN
: 12 E
: SOCIOLOGY
3. CERTIFICATE
This is to certify that “Adarsh Chauhan” student of class 12th E
has successfully completed the project “The Impact of Video
Games on Children” Under the guidance of “Miss Purnima
Organty” (Subject teacher) during the academic year 2022.
Examiner Teacher Student
4. INDEX
S.NO TOPICS
01 HYPOTHESIS
02 RATIONAL
03 METHODOLOGY
04 SURVEY
05 ADVANTAGE OF SURVEY
06 DISADVANTAGE OF SURVEY
07 WHAT ARE VIDEO GAMES?
08 INTRODUCTION
09 OBJECTIVE
10 ADVANTAGES AND DISADVANTAGES
11 REVIEW OF LITRATUTE
12 STATEMENT OF PROBLEMS
13 TYPES OF VIDEO GAMES
14 ADDICTION OF VIDEO GAMES
15 OUTDOOR ACTIVITIES ARE
AFFECTED AND GET LIMITED
16 INSENSITIVE NATURE OF VIOLENCE
17 TOOL, QUESTIONNAIRE, ANANLYSIS
18 INTERVIEW, EVIDENCE
19 ANNEXURE , CONCLUSION
5. HYPOTHESIS
To study the "IMPACT OF VIDEO GAMES ON CHILDREN"
and Understanding the Negative impact it creates on
the Children, both mentally and physically in their day-
to-day life in Urban Delhi. Especially, during the
pandemic era or time, to be seen that the children are
addicted to video game very much.
RATIONALE
I have taken "IMPACT OF VIDEO GAMES ON THE CHILDREN"
as my topic as this still remains a critical issue in the
development of the Indian Nation as a whole. I have
specifically chosen Urban South
Delhi.
The study examined the amount and content of children's
video game playing in relation with behavioral and academic
outcomes. Relationships among playing context, child gender,
and parental monitoring were explored. Data were obtained
through parent report of child's game play, behavior, and
school performance.
Therefore this issue still holds utmost importance and
relevance as it relates to the livelihood, abilities,
growth and fulfillment of
our young people.
6. A survey is a research method used for collecting data from a
predefined group of respondents to gain information and insights
into various topics of interest. They can have multiple purposes,
and researchers can conduct it in many ways depending on the
methodology chosen and the study's goal.
The data is usually obtained through the use of standardized
procedures to ensure that each respondent can answer the
questions at a level playing field to avoid biased opinions that
could influence the outcome of the research or study. The
process involves asking people for information through a
questionnaire, which can be either online or offline. However,
with the arrival of new technologies, it is common to distribute
those using digital media such as social networks, email, QR
codes, or URLs.
SURVEY
METHODOLOGY
7. ➢ Relatively easy to administer
➢ Can be developed in less time (compared to other data-collection
methods)
➢ Cost-effective, but cost depends on survey mode
➢ Can be administered remotely via online, mobile devices, mail,
email, kiosk, or telephone.
➢ Conducted remotely can reduce or prevent geographical
dependence
➢ Capable of collecting data from a large number of respondents
➢ Numerous questions can be asked about a subject, giving
extensive flexibility in data analysis
➢ With survey software, advanced statistical techniques can be
utilized to analyze survey data to determine validity, reliability, and
statistical significance, including the ability to analyze multiple
variables
➢ A broad range of data can be collected (e.g., attitudes, opinions,
beliefs, values, behavior, factual).
➢ Standardized surveys are relatively free from several types of
errors
ADVANTAGES OF SURVEY
8. The reliability of survey data may depend on the following factors:
➢Respondents may not feel encouraged to provide accurate, honest
answers
➢ Respondents may not feel comfortable providing answers that
present themselves in a unfavorable manner.
➢ Respondents may not be fully aware of their reasons for any given
answer because of lack of memory on the subject, or even boredom.
➢ Surveys with closed-ended questions may have a lower validity
rate than other question types.
➢ Data errors due to question non-responses may exist. The number
of respondents who choose to respond to a survey question may be
different from those who chose not to respond, thus creating bias.
➢ Survey question answer options could lead to unclear data
because certain answer options may be interpreted differently by
respondents. For example, the answer option “somewhat agree”
may represent different things to different subjects, and have its
own meaning to each individual respondent. ‘Yes’ or ‘no’ answer
options can also be problematic. Respondents may answer “no” if
the option “only once” is not available.
➢ Customized surveys can run the risk of containing certain types of
error
DISADVANTAGES OF A SURVEY
9. WHATAREVIDEO
GAMES?
A kind of computer controlled Games
where players interact With objects
displayed on a Screen for the sake of
entertainment.
Video games are defined based on their platform,
which include arcade games, console games, and
personal computer (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.
10. INTRODUCTION
• Video games are a prime source of
• Entertainment for children in today's world.
• Video games were introduced back in the 1970s,
which consisted of games such as,
‘Pong’.
• Then in late 1980s, video games started to Become
more developed.
• Now due to advancement in technology it made
video games much more realistic than Ever before.
• Today approximately 90% of children spend About
half of their day playing video games.
11. OBJECTIVE
• To understand popularity of video
games among children’s.
• To know the positive and negative
effects of video games.
• To understand if video games
increase aggression or not.
• To know how much time they
spend on playing video games.
• To get information about
solutions that parent would apply to
reduce their kid’s addiction to video
games.
12. Advantages Of Playing
Video Games
DISABLED
PEOPLE
DECISION
MAKING
INCREASE BRAIN
CAPACITY
SOCIAL
CONNECTIVITY
PHYSICAL SKILLS
13. Disadvantages Of
Playing Video Games
SLEEP
DAVIATION
LOSS OF STUDIES
OUTDOOR
ACTIVITIES
WASTE OF
ELECTRICITY EYE DISEASES
14. REVIEW OF LITERATURE
➢According to Wohlman (2012) in his work entitled
‘Epic Fail’:
How Video Games and Internet overuse create
problems with college students, there are several
factors that pushed adults, especially students to play
video games. Another negative effect of video gaming
is found in the health of the gamer. If gaming is
overused, this may lead to dry eyes, headaches, back
aches, eating irregularities and sleep disturbances.
➢According to the NDP Group (as cited by Granic et
al, 2013, p.66):
In the united states alone, children of age ranges from
2 to 17 has 91% of video gamers. With that large
percentage in just one country, we can already deduce
that the world of video games is already widespread
around the world and that the young are the most
exposed to it.
15. STATEMENT OF PROBLEM
➢ Many children’s are addicted to electronic
device there is not much control of parents on
their children.
➢ This addiction affects their mental and even
physical health.
➢ Children’s face loneliness, depression and
social isolation due to lack of in-person contact
with others.
➢ We choose this topic to analyze the impact of
growing
➢video games popularity among children’s.
18. Video game addiction, also known as gaming disorder
or internet gaming disorder, is generally defined as the
problematic, compulsive use of video games that
results in significant impairment to an individual's
ability to function in various life domains over a
prolonged period of time. This and associated concepts
have been the subject of considerable research,
debate, and discussion among experts in several
disciplines and has generated controversy within the
medical, scientific, and gaming communities. Such
disorders can be diagnosed when an individual
engages in gaming activities at the cost of fulfilling
daily responsibilities or pursuing other interests
without regard for the negative consequences. As
defined by the ICD-11, the main criterion for this
disorder is a lack of self control over gaming.
Video games affect the brain in the same way as
addictive drugs: they trigger the release of dopamine,
a chemical which reinforces behavior. For this reason,
playing video games can be an addictive stimulus.
These facts indicate that addiction to video games may
be possible.
ADDICTION OF VIDEO
GAMES
19. OUTDOOR ACTIVITIES ARE AFFECTED
ANDGET LIMITED
There are many activities you can enjoy close to home,
whether you're visiting your favorite public, state or national
park, or just spending time in your neighborhood. While
various activities may not be possible during some seasons,
there are many ways to be active outdoors throughout the
year. Get moving with these low-risk outdoor activities during
the COVID-19 pandemic:
➢Walking, running and hiking
➢ Rollerblading and biking .
➢Fishing and hunting .
➢Golfing
➢ Rock or ice climbing etc.
When video game time goes up, face-to-face social activities
where children learn the subtle nuances of verbal and nonverbal
communication, physical activity and time for academics goes
down. This imbalance can lead to social withdrawal, health
problems, such as an increased risk for obesity, and academic
problems.
20. ➢Video games have become very sophisticated and
realistic. Some games connect to the internet, which
can allow children and adolescents to play games and
have discussions with unknown adults and peers.
While some games have educational content, many of
the most popular games emphasize negative themes
and promote:
➢. The killing of people or animals . The use and abuse
of drugs and alcohol . Criminal behavior, disrespect for
authority and the law . Sexual exploitation and
violence toward women . Racial, sexual, and gender
stereotypes . Foul language and obscene gestures.
➢Children and adolescents can become overly
involved with videogames. They may have difficulty
controlling the amount of time they play. They may
resist their parents’ attempts to limit their time
playing video games. Spending excessive time playing
these games.
NATUREOFTHEGAMEWHICH IS
INSENSITIVETOWARDSVIOLENCE
21. A questionnaire is a list of pre-set questions to which aims to
collect information from a respondent. The data collected
from a data collection questionnaire can be both qualitative
as well as
quantitative in nature.
There are two types of questionnaire:
OPEN- ENDED is less structured than closed
questionnaires. There will normally be a set number of
questions, but there is no pre-set choice of answers, so
the participant can say whatever they want. This method
will often involve an interview rather than written question.
CLOSED-ENDED are very structured with the participant
having a few set answers to choose from.
TOOL
QUESTIONNAIRE
22. ❖ Used to find out information from a large number
of respondents.
❖ Relatively Cheap.
❖ Quick and Easy to use.
❖Can reach large amounts of people in any
geographical location .
❖ Using closed questions allows you to generate
statistics allowing you to measure trends.
❖ Standardized questions for each questionnaire
❖ Doesn't have to be face-to-face .
❖ People cannot be bothered to fill them in.
❖ You may not get all of them back, resulting in a
low respond rate.
❖ People may not take them seriously and rush
them.
❖ Closed questions don't find out much due to the
lack of detail.
❖ No researcher present can also cause a number
of problems as no one is there to help out.
ADVANTAGES OF QUESTIONNAIRE
DISADVANTAGES OF A QUESTIONNAIRE
26. ➢72% children like to play video games.
➢28% children do not like to play video
games.
➢72% children play for 30 mins.
➢16% children play for 1 to 2 hrs.
➢08% children play for 3 to 4 hrs.
➢Whereas, only 04%children play for 8 hrs.
27. ➢48% children like to play action games.
➢28% children like to play adventure games.
➢But only 16% children like to play sports video
games.
➢Whereas, 08% children like to play Team
games.
➢Mostly 40% children prefer playing daily.
➢32% children play weekly.
➢Only 16% children play monthly.
➢And 12% children play semesterly.
28. ➢40% children said video games are not
educational.
➢36% children said video games are
educational.
➢Whereas, 24% are confused.
➢72% children said yes they play with their
family members.
➢On the other hand 28% children said no.
29. ➢Parents of 32% children are very protective.
➢36% children’s parents think their child is
matured enough.
➢Only 32% children’s said their parents don’t
care.
➢20% children were first introduced when they
were under 7 yrs.
➢56% children were introduced when they were
under 12 yrs.
➢And 24% children were under 16 yrs.
30. ➢70.08% children stay in touch with friends.
➢And 29.02% children do not stay in touch
with friends.
➢40% children were facing headache problem.
➢28% children were facing eye problem.
➢32%children was facing mental problem.
31. ➢32% of children have learned something from
video games.
➢24% haven't learned anything from video
games.
➢Whereas, 46% are not sure
➢64% children said no video games have
never affected their grades.
➢But 36% children said that their grades got
affected.
32. ➢56% of children do behave differently (violence)
➢20%of children don’t behave differently
➢Whereas, 46% are not sure
➢48% of children were been playing Ludo king .
➢20% of children were playing pubg.
➢28% of children were playing call of duty.
➢Whereas, 04% of children were playing free fire
33. ➢56% of children do said yes.
➢44% of children do not agree.
➢52% of children do said yes and do get nervous.
➢48% of children said No.
34. ➢56% of children do said yes.
➢44% of children do not agree.
➢36% of children have agreed.
➢24% haven't agreed.
➢Whereas, 40% are not sure
35. ➢32% of children have agreed.
➢40% haven't agreed.
➢Whereas, 28% said usually.
➢44% of children have completely agreed.
➢36% haven't agreed.
➢Whereas, 30% said usually.
36. ➢32% children do said yes.
➢28% children do said No.
➢And 40% children were confuse.
➢28% children play for 1 to 2 hrs.
➢24% children play for 4 hrs.
➢24% children play for 8 hrs.
➢Whereas, only 24%children do not do.
37. INTERVIEW
An interview is essentially a structured
conversation where one participant provides
answers. The word interview refers to one to
one conversation between an interviewer
and an interviewee.
ADVANTAGES DISADVANTAGES
➢FLEXIBILITY TO THE
INTERVIEWERS
➢THE INTERVIEWER CAN
JUDGE THE NON VERBAL
BEHAVIOUR OF THE
RESPONDENT
➢THE INTERVIEWER CAN
CONTROL THE ORDER OF THE
QUESTIONS.
➢THE SPONTANEITY CAN
ALSO BE JUDGED WELL.
➢VERY COSTLY
➢TIME CONSUMING
➢CAN CAUSE BIASES
➢LESS ANONYMITY
38. INTERVIEW
Name: Rajesh Arora
Age: 36
Gender: Male
Name of their ward: Aarav Arora
Q) Description of your child's favorite game: Violent Games
(Pubg, free fire, etc)
Q) Behavior of your child: Aggressive and Violent Views:
➢ such aggressive and violent games can promote wrong
and inappropriate behavior in children
Q) What type of environment do you prefer?
➢ The environment around them should be healthy and
positive.
Q) How would you deal with such stressful situation?
➢ Allow them to engage in gaming but not exceeding the
time limit.
Q) Do you think these skills will help the children?
➢ It might be or it cannot be by watching the screen for
long can cause the eyes.
39. INTERVIEW
Name: Vinita Chauhan
Age: 39
Gender: Female
Name of their ward: Ayush Chauhan
Q) Description of your child's favorite game: Simulation
Games (Subway Surf, Temple run, Driving Games, etc)
Q) Behavior of your child: Normal and sometimes aggressive
Views:
➢ Parents should let the child to play online games but for
sometimes not for couple of hours.
Q) What type of environment do you prefer?
➢ The environment around them should be healthy and
positive.
Q) How would you deal with such stressful situation?
➢ Allow them to play but also keep a watch as well on
them.
Q) Do you think these skills will help the children?
➢ Not really but if they want to opt for career in such
gaming it is fine.
41. Top 12 Popular Video Games You Can
Play In 2021
S.N
O
Popular Video
Games Of 2021
Platforms
1
Call Of Duty
Warzone
PC, Xbox One, PS4
2
Minecraft Mobile, Xbox One, PS4, Windows,
PS3, Xbox 360, macOS, Linux
3 Animal Crossing:
New Horizon
Nintendo Switch
4 Grand Theft Auto 5 PC, PS4, Xbox One, PS3, Xbox 360
5 League Of Legends Windows, macOS
42. FOR PARENTS:
Talk to your children about video
games.
Instead of violent video games, give
them educational, interactive games.
Work to help outlaw the sale of video
games to children in your community.
Discuss values and concerns with other
parents.
Teach your child how to make
responsible choices.
Understand the risks of allowing your
child to be exposed to video games.
43. ANNEXURE
Annexure implies a legal document, attached
to the main document, at the end to
validate the text written in the main
document.
➢It is used to provide you with information
about what items are required, along with
their relevant format. Basically, an annexure
can be used in a number of ways,
depending upon the purpose and field in
which it is used.
➢It is a document which is attached to the
main document, application, appeal, report
etc. It provides pertinent information,
related to the subject, but maybe beyond
the context of the main document.
➢So, we can say that an annexure is
something that is concerned with the main
document, however, it is not the part of the
main body of the document. It is a
standalone document, which can be
submitted even without the main
document.
44. CONCLUSION
➢ Video games are often associated with negative
health consequences.
➢But when games are played in moderation and with
mindfulness, they are viable source of stress relief.
➢ Video games themselves are a relatively modern
form of entertainment. They are engaging and
immersive on a level different from that of traditional
board games and other forms of entertainment.
➢The results of the survey indicated that video game
play has become a common leisure activity among
B.C. teens. Eighty percent of teens said they played at
least occasionally and the average amount of time
spent gaming for the sample was 5 hours per week.
➢There was considerable variability found in the
amount of time that kids spent playing. Fifty percent
of the sample spent less than three hours per week
playing games, the rest were equally divided between
regular players who spent anywhere from three to
seven hours a week and heavy players who spent over
seven hours a week gaming.