Video Games: Investigating Impact on Teen Creativity and Learning
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This research paper explores the impact of video games on teenagers, specifically investigating whether video gaming improves creativity and makes learning more enjoyable. The study reviews existing literature on the benefits and limitations of video games, including their potential to enhance cognitive skills, problem-solving abilities, and eye-hand coordination, as well as the risks of addiction and aggression. A survey questionnaire was used to collect data from parents and teenagers, and the results were analyzed using pie charts to assess the impact of video games on creativity and learning. The findings contribute to understanding the role of video games in education and entertainment, highlighting the importance of moderation and parental control to maximize the benefits and minimize the negative effects of video games on young people.

Running head: RESEARCH PAPER
Research Topic: Investigating if video gaming is improving one's creativity and making learning more
enjoyable
Name of the Student:
Name of the University:
Research Topic: Investigating if video gaming is improving one's creativity and making learning more
enjoyable
Name of the Student:
Name of the University:
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1RESEARCH PAPER
Table of Contents
1.0 Introduction...........................................................................................................................................2
2.0 Introduction of criteria of the research...................................................................................................2
3.0 Lectures review.....................................................................................................................................3
4.0 Process of examination..........................................................................................................................6
5.0 Analysis of questionnaire......................................................................................................................8
6.0 Conclusion...........................................................................................................................................10
Works Cited...............................................................................................................................................11
Appendices................................................................................................................................................14
1. Survey questionnaires........................................................................................................................14
2. Results of survey...............................................................................................................................18
Table of Contents
1.0 Introduction...........................................................................................................................................2
2.0 Introduction of criteria of the research...................................................................................................2
3.0 Lectures review.....................................................................................................................................3
4.0 Process of examination..........................................................................................................................6
5.0 Analysis of questionnaire......................................................................................................................8
6.0 Conclusion...........................................................................................................................................10
Works Cited...............................................................................................................................................11
Appendices................................................................................................................................................14
1. Survey questionnaires........................................................................................................................14
2. Results of survey...............................................................................................................................18

2RESEARCH PAPER
1.0 Introduction
The research paper is based on investigating if the video gaining improves one's creativity and
makes learning more enjoyable. Most of people like video games due to interactivity and get experience
while playing them. Video games can enhance the brain of human while they are playing puzzle type of
games. It also improves over creativity level of the individuals. While playing the puzzle game, people
can connect to different aspects of lifestyle and result to handle different critical situations. The children
can also think critically and get chance to solve the problems as it occurred. The children can apply all
those which they learn from the video games for solving problems. Apart from benefits, video games also
provide negative impact on lives of person (Ciampa, 2014). Addiction to video game can become
problematic in such a way that it affects teenagers. One of examples of such video game is “The World of
Warcraft”.
Most of people spend their valuable time on video game and it leads to distraction from outer
world. Video game can increase violent behavior. Video game can manage to addict among the young
children as most of them are spending time playing games for entertainment purposes. Video games can
become type of entertainment as it encourages players to part of game story. This paper is based on
addressing impact of video games on the teenagers and investigating if it will improve one's creativity and
making learning enjoyable. It raises questions whether it is controlled by the parents or not.
2.0 Introduction of criteria of the research
The video games can improve children’s eye coordination as well as problem solving skills. It
also increases aggressive behavior of the children. The game is an addictive source of the entertainment,
and recent research proved that gaming has benefits the children by developing cognitive skills among
them and improving its brain’s performance (Ary, Jacobs, Irvine, & Walker, 2018). This research topic is
selected as the children can play video game, then activities on screen provide them with lot of mental
1.0 Introduction
The research paper is based on investigating if the video gaining improves one's creativity and
makes learning more enjoyable. Most of people like video games due to interactivity and get experience
while playing them. Video games can enhance the brain of human while they are playing puzzle type of
games. It also improves over creativity level of the individuals. While playing the puzzle game, people
can connect to different aspects of lifestyle and result to handle different critical situations. The children
can also think critically and get chance to solve the problems as it occurred. The children can apply all
those which they learn from the video games for solving problems. Apart from benefits, video games also
provide negative impact on lives of person (Ciampa, 2014). Addiction to video game can become
problematic in such a way that it affects teenagers. One of examples of such video game is “The World of
Warcraft”.
Most of people spend their valuable time on video game and it leads to distraction from outer
world. Video game can increase violent behavior. Video game can manage to addict among the young
children as most of them are spending time playing games for entertainment purposes. Video games can
become type of entertainment as it encourages players to part of game story. This paper is based on
addressing impact of video games on the teenagers and investigating if it will improve one's creativity and
making learning enjoyable. It raises questions whether it is controlled by the parents or not.
2.0 Introduction of criteria of the research
The video games can improve children’s eye coordination as well as problem solving skills. It
also increases aggressive behavior of the children. The game is an addictive source of the entertainment,
and recent research proved that gaming has benefits the children by developing cognitive skills among
them and improving its brain’s performance (Ary, Jacobs, Irvine, & Walker, 2018). This research topic is
selected as the children can play video game, then activities on screen provide them with lot of mental
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3RESEARCH PAPER
stimulation. It helps to coordinate visual and physical movements. Video game has certain rules and
regulations; therefore the player has to think and ensure about the rules before playing the game. It is
discussed that video game can improve attention as well as concentration of player to capture their
attention for time period of the game (Collins, 2018). In the modern education institutions, video game is
taken as teaching methodology.
While gaming, the brain receives various stimulations such as visual as well as audial. The
individual those are playing video games can process those stimulations faster as compared to others.
Those stimulators can make sure that the brain can work to interpret them. Online video game can enable
the players to connect into particular game (Hoogerheide, Deijkers, Loyens, Heijltjes, & van Gog, 2016).
There is constant communication among the players which result in developing casual relations among
them. It also helps to strengthen bonds with old friends. Video game is beneficial for parents as it chooses
proper leisure time games, help the educators to seek and supplement classroom teaching and helping the
game developers to create games that teach. Though the video games are beneficial, there is required to
play them in moderation (Ashley & Tuten, 2015). Age is not a factor to play the game and small children
are not exposed to the violent games.
3.0 Lectures review
This literature study is based on investigating the benefits and limitations of video game among
the children. The video game can improve one's creativity and make learning more enjoyable. There is
influence of the digital videos on daily basis culture is undeniable. The video game is continued to expand
popularity as it is memorable and common platform to widen in the educational settings (Granic, Lobel,
& Engels, 2014). The video games can help the children in development of brain. It is involved of
planning as well as problem solving. Modding is a process by which the players can customize character
of game and develop new game levels which allows creating creativity, deeper sympathetic of rules and
structure of game and highlighted its characters along with interests (Bediou, Adams, Mayer, Tipton,
stimulation. It helps to coordinate visual and physical movements. Video game has certain rules and
regulations; therefore the player has to think and ensure about the rules before playing the game. It is
discussed that video game can improve attention as well as concentration of player to capture their
attention for time period of the game (Collins, 2018). In the modern education institutions, video game is
taken as teaching methodology.
While gaming, the brain receives various stimulations such as visual as well as audial. The
individual those are playing video games can process those stimulations faster as compared to others.
Those stimulators can make sure that the brain can work to interpret them. Online video game can enable
the players to connect into particular game (Hoogerheide, Deijkers, Loyens, Heijltjes, & van Gog, 2016).
There is constant communication among the players which result in developing casual relations among
them. It also helps to strengthen bonds with old friends. Video game is beneficial for parents as it chooses
proper leisure time games, help the educators to seek and supplement classroom teaching and helping the
game developers to create games that teach. Though the video games are beneficial, there is required to
play them in moderation (Ashley & Tuten, 2015). Age is not a factor to play the game and small children
are not exposed to the violent games.
3.0 Lectures review
This literature study is based on investigating the benefits and limitations of video game among
the children. The video game can improve one's creativity and make learning more enjoyable. There is
influence of the digital videos on daily basis culture is undeniable. The video game is continued to expand
popularity as it is memorable and common platform to widen in the educational settings (Granic, Lobel,
& Engels, 2014). The video games can help the children in development of brain. It is involved of
planning as well as problem solving. Modding is a process by which the players can customize character
of game and develop new game levels which allows creating creativity, deeper sympathetic of rules and
structure of game and highlighted its characters along with interests (Bediou, Adams, Mayer, Tipton,
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4RESEARCH PAPER
Green, & Bavelier, 2018). In own research, the players are talked about learning of new moves from the
video games in addition to then practicing them at the court.
The video games are becoming a part of the society because of proliferation as well as usage of
mobile devices. Both video games as well as creativity are explored of investigation on relationships
among video games along with creativity regards to learning (Durkin, Boyle, Hunter, & Conti-Ramsden,
2015). While video game is source of entertainment, therefore there is function of video games within the
classroom appeared a significant constituent to improve the education system. Research in addition to
plan of the game is based on learning reveals control to use games for teaching with promoting learning.
The role plus significance of creativity in life has known as necessary skills for project success.
Videogames consume attention of both children as well as adolescents (Scholten, Malmberg, Lobel,
Engels, & Granic, 2016). It is required to charge point that the videogame technology had impact on the
childhood learning. It is criticized that video game can assist the children to set goals, ensure that
feedback with help to record behavioral changes (Green & Bavelier, 2015). It is useful as it allows the
researcher to determine presentation on wide assortment of project tasks which can easily consistent
everyday life of people.
It is easier to attain as well as continue undivided concentration for longer period of time. It
allows the participants to experience novelty in addition to stimulate learning. The videogames can help
in development of transferable of IT skills. It causes participants to become excited and produces host of
confounding variables like motivation as well as individual skills. It would help to enhance participant’s
performance on a specific game that may skew results (Baranowski, Blumberg, Buday, DeSmet, Fiellin,
& & Mellecker, 2016). Therefore, video games are used as alternative method to education. From this
literature study, it is seen if it is beneficial to use video games for the educational purposes within
classroom and limitations of teachers to use video games in classroom. As early as in the year 1978,
research was conducted and related video game to motivational effects involved within learning and
cognitive potential (Novak & Tassell, 2015). Video games are helping students to effort and recognize
Green, & Bavelier, 2018). In own research, the players are talked about learning of new moves from the
video games in addition to then practicing them at the court.
The video games are becoming a part of the society because of proliferation as well as usage of
mobile devices. Both video games as well as creativity are explored of investigation on relationships
among video games along with creativity regards to learning (Durkin, Boyle, Hunter, & Conti-Ramsden,
2015). While video game is source of entertainment, therefore there is function of video games within the
classroom appeared a significant constituent to improve the education system. Research in addition to
plan of the game is based on learning reveals control to use games for teaching with promoting learning.
The role plus significance of creativity in life has known as necessary skills for project success.
Videogames consume attention of both children as well as adolescents (Scholten, Malmberg, Lobel,
Engels, & Granic, 2016). It is required to charge point that the videogame technology had impact on the
childhood learning. It is criticized that video game can assist the children to set goals, ensure that
feedback with help to record behavioral changes (Green & Bavelier, 2015). It is useful as it allows the
researcher to determine presentation on wide assortment of project tasks which can easily consistent
everyday life of people.
It is easier to attain as well as continue undivided concentration for longer period of time. It
allows the participants to experience novelty in addition to stimulate learning. The videogames can help
in development of transferable of IT skills. It causes participants to become excited and produces host of
confounding variables like motivation as well as individual skills. It would help to enhance participant’s
performance on a specific game that may skew results (Baranowski, Blumberg, Buday, DeSmet, Fiellin,
& & Mellecker, 2016). Therefore, video games are used as alternative method to education. From this
literature study, it is seen if it is beneficial to use video games for the educational purposes within
classroom and limitations of teachers to use video games in classroom. As early as in the year 1978,
research was conducted and related video game to motivational effects involved within learning and
cognitive potential (Novak & Tassell, 2015). Video games are helping students to effort and recognize

5RESEARCH PAPER
deficiencies in them. In case, the students are facing difficult, video games are becoming helpful to
stimulate and excite them in learning. It can teach cooperation and allow for superior chances for
learning.
Some teachers are tried to utilize of video games with classroom setting. There are evidences
which show that for the young children, video games can encourage student commitment. The video
games are incentive based system which is rewarded to solve problem and complete mission while
meeting with success criteria. It trains the student to think systematically and understands of how various
variables can affect each other (Cruz, Hanus, & Fox, 2017). It can continuously and mechanically assess
learner’s potential at provided instant because of software based nature of intermediate. Finally, video
game has innovative type of entertainment as it can encourage the players to become part of the game
story.
Teens as well as video games go into hand today. Most of the teenagers are used of video games
at least for one hour each day. Both positive as well as negative are impacted of video games on
teenagers. It is studied that a Meta analysis of video games furthermore analyzed that there are positive
effects of game incorporated enhancement in player’s ability to think on various dimensions (Turkay,
Hoffman, Kinzer, Chantes, & Vicari, 2014). The teenagers can learn visual as well as eye-hand
coordination skills from video games. In shooter game, the player keeps track of positions, speed,
directions and aim. The brain can process data and coordinate with hands as the actions are performed
with keyboard. Apart from the positive effects, negative effects are aggression among teenagers and
addiction to games. Playing video game for longer time period can affect teen’s performance in academic
(Sun & Gao, 2016). Excessive gaming has adverse impact on health of teenagers as they are spending
more time in virtual games rather than physical exercise.
deficiencies in them. In case, the students are facing difficult, video games are becoming helpful to
stimulate and excite them in learning. It can teach cooperation and allow for superior chances for
learning.
Some teachers are tried to utilize of video games with classroom setting. There are evidences
which show that for the young children, video games can encourage student commitment. The video
games are incentive based system which is rewarded to solve problem and complete mission while
meeting with success criteria. It trains the student to think systematically and understands of how various
variables can affect each other (Cruz, Hanus, & Fox, 2017). It can continuously and mechanically assess
learner’s potential at provided instant because of software based nature of intermediate. Finally, video
game has innovative type of entertainment as it can encourage the players to become part of the game
story.
Teens as well as video games go into hand today. Most of the teenagers are used of video games
at least for one hour each day. Both positive as well as negative are impacted of video games on
teenagers. It is studied that a Meta analysis of video games furthermore analyzed that there are positive
effects of game incorporated enhancement in player’s ability to think on various dimensions (Turkay,
Hoffman, Kinzer, Chantes, & Vicari, 2014). The teenagers can learn visual as well as eye-hand
coordination skills from video games. In shooter game, the player keeps track of positions, speed,
directions and aim. The brain can process data and coordinate with hands as the actions are performed
with keyboard. Apart from the positive effects, negative effects are aggression among teenagers and
addiction to games. Playing video game for longer time period can affect teen’s performance in academic
(Sun & Gao, 2016). Excessive gaming has adverse impact on health of teenagers as they are spending
more time in virtual games rather than physical exercise.
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4.0 Process of examination
This section is included of the processes and methods which are required to carry out entire
examination related to use of video gaining which improves one's creativity and makes learning more
enjoyable. The process design, approaches and strategies are used to address the selected topic. Most
important aspect of this particular research study is to analyze benefits of video gaming among parents
and teenagers (Mackey & Gass, 2015). The research processes are required to validate selected topic for
this study. As this study is carried out alone, therefore it is created opportunity to give decisions on the
research to apply of thoughts and concepts.
Approaches
The approaches which are included in this study are development of theory and collection of
theories related to selected research topic. It is designed to accommodate theoretical contribution of this
particular study. The approaches are plan and procedure which are included to broad assumptions towards
detailed methods for collecting and analyzing data (Lewis, 2015). In this research study, deductive
approach is used to examine practical application of the video games which are used for learning
purposes among teenagers.
Process design
The process design is involved with empirical investigation of the research phenomenon in real
life context (Choy, 2014). It helps to examine framework related to selected topic for collecting and
analyzing research pattern. A specific process design is required to understand if usage of video game can
provide positive or negative impacts on the teenagers. In this study, descriptive design is used which
provides with proper details related to selected topic (Flick, 2015). This process design is chosen to define
detailed processes for collecting data and involve application of video game influenced timely delivery of
research work.
4.0 Process of examination
This section is included of the processes and methods which are required to carry out entire
examination related to use of video gaining which improves one's creativity and makes learning more
enjoyable. The process design, approaches and strategies are used to address the selected topic. Most
important aspect of this particular research study is to analyze benefits of video gaming among parents
and teenagers (Mackey & Gass, 2015). The research processes are required to validate selected topic for
this study. As this study is carried out alone, therefore it is created opportunity to give decisions on the
research to apply of thoughts and concepts.
Approaches
The approaches which are included in this study are development of theory and collection of
theories related to selected research topic. It is designed to accommodate theoretical contribution of this
particular study. The approaches are plan and procedure which are included to broad assumptions towards
detailed methods for collecting and analyzing data (Lewis, 2015). In this research study, deductive
approach is used to examine practical application of the video games which are used for learning
purposes among teenagers.
Process design
The process design is involved with empirical investigation of the research phenomenon in real
life context (Choy, 2014). It helps to examine framework related to selected topic for collecting and
analyzing research pattern. A specific process design is required to understand if usage of video game can
provide positive or negative impacts on the teenagers. In this study, descriptive design is used which
provides with proper details related to selected topic (Flick, 2015). This process design is chosen to define
detailed processes for collecting data and involve application of video game influenced timely delivery of
research work.
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7RESEARCH PAPER
Data collection procedures
The process used to collect data is survey in form of questionnaires. Distinguished data sources
are emerged throughout discussion with the participants selected to conduct the survey. The collected data
are useful to gather information along with the data facts help to study selected research topic. The
collected data helps to obtain results as the research process is enabled standard format of research work
(Silverman, 2016). The selected data source for this study is primary data collection method where
selected target populations are parents and teenagers. Lists of questions are structured to elicit information
from interested participants in proper way. Those questions are divided under two sections: demographics
profile and impact of video games. This study is innovative in nature in addition to precise to research
problem under this research topic. This data collection technique is quite expensive along with time
consuming (Ledford & Gast, 2018).
Data analysis is a process to analyze the collected data to get required research results and
outputs. The data analysis is the fact to determine approaches which encompass diverse methods. In this
study, quantitative data analysis is used of statistical way to analyze data. Pie-chart analysis is used to
analyze the data where impact of video game is analyzed for creativity and learning purposes among
teenagers (Brinkmann, 2014). This technique is used of statistical data and a specific sample size is
selected to record the data. This technique is structured way to collect and analyze data gathered from
various data sources. It is definite in its purpose as it is tried to enumerate the issues in addition to
appreciate how common it is by seeming for projectable outcomes to selected population (Dang & Pheng,
2015).
Population and sample size
Population is those people who are directly selected as the sample for collecting data based on
selected research topic. Parents and teenagers are considered as population of this study. The purpose of
sample is to access information related to chosen population those are interested to participate in the
Data collection procedures
The process used to collect data is survey in form of questionnaires. Distinguished data sources
are emerged throughout discussion with the participants selected to conduct the survey. The collected data
are useful to gather information along with the data facts help to study selected research topic. The
collected data helps to obtain results as the research process is enabled standard format of research work
(Silverman, 2016). The selected data source for this study is primary data collection method where
selected target populations are parents and teenagers. Lists of questions are structured to elicit information
from interested participants in proper way. Those questions are divided under two sections: demographics
profile and impact of video games. This study is innovative in nature in addition to precise to research
problem under this research topic. This data collection technique is quite expensive along with time
consuming (Ledford & Gast, 2018).
Data analysis is a process to analyze the collected data to get required research results and
outputs. The data analysis is the fact to determine approaches which encompass diverse methods. In this
study, quantitative data analysis is used of statistical way to analyze data. Pie-chart analysis is used to
analyze the data where impact of video game is analyzed for creativity and learning purposes among
teenagers (Brinkmann, 2014). This technique is used of statistical data and a specific sample size is
selected to record the data. This technique is structured way to collect and analyze data gathered from
various data sources. It is definite in its purpose as it is tried to enumerate the issues in addition to
appreciate how common it is by seeming for projectable outcomes to selected population (Dang & Pheng,
2015).
Population and sample size
Population is those people who are directly selected as the sample for collecting data based on
selected research topic. Parents and teenagers are considered as population of this study. The purpose of
sample is to access information related to chosen population those are interested to participate in the

8RESEARCH PAPER
survey (Panneerselvam, 2014). The study is intended to analyze how the parents and teenagers are
communicated to analyze if video game improves one's creativity and makes learning more enjoyable. A
specific sample is selected where it provides with timely delivery as well as maintain quality of the
research activities. With help of questionnaire, the study is conducted with a sample size of 50. Those
populations are selected from the locality where the researcher is staying included parents and teenagers.
5.0 Analysis of questionnaire
From the questionnaire results, it is analyzed that most of the participants those are involved in
this study are male with 72% as compared to female. The age group of the participants with 13-19 years
is 48%, 20-20 years is 32% and above 30 years is 20%. Most of the participants in this study are parents
with a percentage of 52%. 60% of the respondents have children aged 0-19 years at their home while 40%
of them have no children at their home.
While investigating usage of the video game among the teenagers for creativity and learning
purposes, most of the respondents such as 50% of them are agreed that video game can make learning
more enjoyable. Video games are attractive and engaged the kids in real life. Games are used for teaching
purposes which motivate them in life. The reasons behind promotion of educational games encourage the
students to study external of their class. The young adults are going out of the approach to play the games,
for hours on end. The video games allowed the students to focus in their learning better.
58% of the respondents agreed that video game can enhance human brain by playing puzzle type
of the games. Puzzle game can boost brain power among the teenagers so that in critical situation they can
improve their strategic thinking and become more agile. It is analyzed that the players those are playing
video game are more accurate to perform cognitive flexibility tasks. Cognitive problem solving is
required cognitive flexibility.
survey (Panneerselvam, 2014). The study is intended to analyze how the parents and teenagers are
communicated to analyze if video game improves one's creativity and makes learning more enjoyable. A
specific sample is selected where it provides with timely delivery as well as maintain quality of the
research activities. With help of questionnaire, the study is conducted with a sample size of 50. Those
populations are selected from the locality where the researcher is staying included parents and teenagers.
5.0 Analysis of questionnaire
From the questionnaire results, it is analyzed that most of the participants those are involved in
this study are male with 72% as compared to female. The age group of the participants with 13-19 years
is 48%, 20-20 years is 32% and above 30 years is 20%. Most of the participants in this study are parents
with a percentage of 52%. 60% of the respondents have children aged 0-19 years at their home while 40%
of them have no children at their home.
While investigating usage of the video game among the teenagers for creativity and learning
purposes, most of the respondents such as 50% of them are agreed that video game can make learning
more enjoyable. Video games are attractive and engaged the kids in real life. Games are used for teaching
purposes which motivate them in life. The reasons behind promotion of educational games encourage the
students to study external of their class. The young adults are going out of the approach to play the games,
for hours on end. The video games allowed the students to focus in their learning better.
58% of the respondents agreed that video game can enhance human brain by playing puzzle type
of the games. Puzzle game can boost brain power among the teenagers so that in critical situation they can
improve their strategic thinking and become more agile. It is analyzed that the players those are playing
video game are more accurate to perform cognitive flexibility tasks. Cognitive problem solving is
required cognitive flexibility.
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9RESEARCH PAPER
It is analyzed that 48% of the respondents are agreed that children can think critically and solve
difficult problems by playing games. Video games help the student to solve problems as it helps them to
think in innovative way and add computational thinking to teenager’s analytical ability. 46% of the
respondents agreed that video game can provide impact on teenagers by addicting them towards game.
The teenagers are more attractive towards the game which affects its emotional disorder, decline in verbal
memory performance and family interactive problems. Video games provide an effect on the academic
performance of thee student by lowering their performance in their classroom and it is agreed by 48% of
the respondents. When the students are more focused on video games for only gaming purposes rather
than learning, then it will provide a bad effect on the students.
46% of the respondents agreed that video game provide adverse impact on health of teenagers as
they are spending more time in virtual games as most of the time are spend for playing purposes. It is
connected with amplified risk of mental health problems. The health problems are also included of
obesity, postural, skeletal disorders and nerve compression. From the questionnaire, it is analyzed that
teenagers are used of video game in classroom on every day basis which is agreed by 34% of the
respondents. 26% of the respondents are responded that they are playing game about once per week, 24%
of them are playing 2-4 days per week and 16% of them are used about once a month. Playing video
games can transform physical arrangement of brain in similar way to perform learning, reading and
navigating the map. When the children are playing games, it can give their brain a real workout. The skill
which is required to play games is high level of thinking. Those types of skills are not taught in the
school.
The highest barriers the teachers are facing to use video game in classroom are lack of technical
resources when they have no sufficient resources to play the video game. 30% of the respondents face
problem off insufficient time, 16% of them is faced of lack of parental support and 4% of them due to
lack of administrative support. 48% of the respondents are provided their reply that all the students are
benefited from playing video game. 20% are low performing students, 14% are students with emotional
It is analyzed that 48% of the respondents are agreed that children can think critically and solve
difficult problems by playing games. Video games help the student to solve problems as it helps them to
think in innovative way and add computational thinking to teenager’s analytical ability. 46% of the
respondents agreed that video game can provide impact on teenagers by addicting them towards game.
The teenagers are more attractive towards the game which affects its emotional disorder, decline in verbal
memory performance and family interactive problems. Video games provide an effect on the academic
performance of thee student by lowering their performance in their classroom and it is agreed by 48% of
the respondents. When the students are more focused on video games for only gaming purposes rather
than learning, then it will provide a bad effect on the students.
46% of the respondents agreed that video game provide adverse impact on health of teenagers as
they are spending more time in virtual games as most of the time are spend for playing purposes. It is
connected with amplified risk of mental health problems. The health problems are also included of
obesity, postural, skeletal disorders and nerve compression. From the questionnaire, it is analyzed that
teenagers are used of video game in classroom on every day basis which is agreed by 34% of the
respondents. 26% of the respondents are responded that they are playing game about once per week, 24%
of them are playing 2-4 days per week and 16% of them are used about once a month. Playing video
games can transform physical arrangement of brain in similar way to perform learning, reading and
navigating the map. When the children are playing games, it can give their brain a real workout. The skill
which is required to play games is high level of thinking. Those types of skills are not taught in the
school.
The highest barriers the teachers are facing to use video game in classroom are lack of technical
resources when they have no sufficient resources to play the video game. 30% of the respondents face
problem off insufficient time, 16% of them is faced of lack of parental support and 4% of them due to
lack of administrative support. 48% of the respondents are provided their reply that all the students are
benefited from playing video game. 20% are low performing students, 14% are students with emotional
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10RESEARCH PAPER
issues and 18% of them are high performing students. 42% of the respondents said that video games have
quality to facilitate teaching and learning which is considered as most valuable. 30% of them are
promoting collaboration among people, 20% of them are allowing personalization of the instructions and
8% of them are delivering content without direction.
6.0 Conclusion
It is concluded that the teenagers are learnt to administer resources which are incomplete as well
as decided to utilize of best resources, similar manner in real life. In a type of strategy game, the video
game forces the player to become flexible as well as change tactics rapidly. The players are playing each
second of game providing brain a real workout. This study suggested that playing video games prime the
brain to take decisions quickly. Decisions which are made by video game players are no less than precise.
The video games teach the player’s brain to take quicker results without losing accuracy of their
decisions. The other benefits of video game are introducing the teenagers to use of computer technology
as well as familiar with the online world. It makes people adapt and comfortable with concepts related to
computing. It can also make learning a fun where they can perform enjoyable game which motivates them
to keep practicing. Apart from the benefits, there are also negative impacts of video game on teenagers.
Most of the bad effects are its violence which increased their aggressive thoughts and feelings. It can also
cause health disorder as most of the time they are spending in playing games. Some of the games are
confused reality as well as fantasy. Side by side, the academic achievement is also negatively affected
over time spent in playing. This study has shown that more time teenagers are playing video games,
inferior is their performance in the school and academic study.
issues and 18% of them are high performing students. 42% of the respondents said that video games have
quality to facilitate teaching and learning which is considered as most valuable. 30% of them are
promoting collaboration among people, 20% of them are allowing personalization of the instructions and
8% of them are delivering content without direction.
6.0 Conclusion
It is concluded that the teenagers are learnt to administer resources which are incomplete as well
as decided to utilize of best resources, similar manner in real life. In a type of strategy game, the video
game forces the player to become flexible as well as change tactics rapidly. The players are playing each
second of game providing brain a real workout. This study suggested that playing video games prime the
brain to take decisions quickly. Decisions which are made by video game players are no less than precise.
The video games teach the player’s brain to take quicker results without losing accuracy of their
decisions. The other benefits of video game are introducing the teenagers to use of computer technology
as well as familiar with the online world. It makes people adapt and comfortable with concepts related to
computing. It can also make learning a fun where they can perform enjoyable game which motivates them
to keep practicing. Apart from the benefits, there are also negative impacts of video game on teenagers.
Most of the bad effects are its violence which increased their aggressive thoughts and feelings. It can also
cause health disorder as most of the time they are spending in playing games. Some of the games are
confused reality as well as fantasy. Side by side, the academic achievement is also negatively affected
over time spent in playing. This study has shown that more time teenagers are playing video games,
inferior is their performance in the school and academic study.

11RESEARCH PAPER
Works Cited
Ary, D., Jacobs, L., Irvine, C., & Walker, D. (2018). Introduction to reseaarch in education. Cengage
Learning.
Ashley, C., & Tuten, T. (2015). Creative strategies in social media marketing: An exploratory study of
branded social content and consumer engagement. Psychology & Marketing , 32 (1), 15-27.
Baranowski, T., Blumberg, F., Buday, R., DeSmet, A., Fiellin, L. E., & & Mellecker, R. (2016). Games
for health for children—Current status and needed research. Games for health journal, , 5 (1), 1-
12.
Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta-analysis
of action video game impact on perceptual, attentional, and cognitive skills. Psychological
bulletin , 144 (1), 77.
Brinkmann, S. (2014). Interview. In Encyclopedia of critical psychology. 1008-1010.
Choy, L. (2014). The strengths and weaknesses of research methodology: Comparison and
complimentary between qualitative and quantitative approaches. IOSR Journal of Humanities and
Social Science , 19 (4), 99-104.
Ciampa, K. (2014). Learning in a mobile age: an investigation of student motivation. Journal of
Computer Assisted Learning , 30 (1), 82-96.
Collins, H. (2018). Creative research: the theory and practice of research for the creative industries.
Bloonsbury Publishing.
Works Cited
Ary, D., Jacobs, L., Irvine, C., & Walker, D. (2018). Introduction to reseaarch in education. Cengage
Learning.
Ashley, C., & Tuten, T. (2015). Creative strategies in social media marketing: An exploratory study of
branded social content and consumer engagement. Psychology & Marketing , 32 (1), 15-27.
Baranowski, T., Blumberg, F., Buday, R., DeSmet, A., Fiellin, L. E., & & Mellecker, R. (2016). Games
for health for children—Current status and needed research. Games for health journal, , 5 (1), 1-
12.
Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta-analysis
of action video game impact on perceptual, attentional, and cognitive skills. Psychological
bulletin , 144 (1), 77.
Brinkmann, S. (2014). Interview. In Encyclopedia of critical psychology. 1008-1010.
Choy, L. (2014). The strengths and weaknesses of research methodology: Comparison and
complimentary between qualitative and quantitative approaches. IOSR Journal of Humanities and
Social Science , 19 (4), 99-104.
Ciampa, K. (2014). Learning in a mobile age: an investigation of student motivation. Journal of
Computer Assisted Learning , 30 (1), 82-96.
Collins, H. (2018). Creative research: the theory and practice of research for the creative industries.
Bloonsbury Publishing.
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