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Rwsproject Assignment04
Rwsproject Assignment04
Rwsproject Assignment04
SEMESTER PROJECT
ASSIGNMENT 4
Semester:- 2
Name Reg No
Muhammad Muzammil FA21-BAI-059
Sarmad Siddique FA21-BAI-040
Hamid Khalil FA21-BAI-009
GAMING ADDICTION AND ITS IMPACT ON
YOUNG GENERATION
Prepared for:-
Mam Aruba
Prepared by:-
Name Reg No
Muhammad Muzammil FA21-BAI-059
Sarmad Siddique FA21-BAI-040
Hamid Khalil FA21-BAI-009
Date:- 25/05/2022
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Executive Summary:
In the fields of information technology (IT), computer science, and media entertainment,
humanity has progressed significantly. The most popular kind of media entertainment and
gaming environment is video games. It was popular long before the concept of new
generation video games was ever considered by video game designers. We attempted to study
the good and negative effects of video games on kids and children through our research. This
type of entertainment is more geared to attract people because of the high-end music and
environment that draws everyone's attention. We not only looked at earlier attempts in this
field, but we also tried to contribute something new. The excessive use of video games makes
it more damaging effects on a young mind. Parents and teachers should keep a check on
youngsters, and also the companies who design such violent games should keep in account
that, what they show through these video games must have some logical or educational value.
We discovered that many children and teenagers enjoy playing video games since they have
no other options for entertainment. Because of the detailed high-quality visuals, more realistic
engines, and human-machine interaction, violent video games are the most popular among
children and young people. Parents should keep an eye on their children and choose video
games that teach them essential skills that will help them in their studies and in the future.
Teachers in schools should also discuss the benefits of educational games or physical games
in order to create young minds that are more professional and realistic, rather than developing
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Our survey and research revealed that, as a result of video games' enormous popularity,
beneficial and negative consequences coexist. Many teenagers and youngsters do not take
video games seriously and treat them like any other game, while others have disrupted their
education and health by playing them for long periods of time. Many children and young
people rejected the label of addiction or bad habit. If killing a person for the purpose of
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Table of Contents
Executive Summary:..................................................................................................................3
1. Introduction............................................................................................................................6
a) Background Information:..................................................................................................6
b) Statement of the Problem/Purpose:...................................................................................7
c) Significance of the Study:..................................................................................................8
d) Scope of the Study:...........................................................................................................9
e) Limitations of the Study:...................................................................................................9
2. Review of Related Literature.................................................................................................9
3. Methods of the Study............................................................................................................11
4. Results and Discussion.........................................................................................................12
5. Conclusion............................................................................................................................16
6. Recommendations................................................................................................................17
7. References............................................................................................................................18
Table of Figures
Figure 1: Data Collection Procedure........................................................................................12
Figure 2: Gaming by Age graph...............................................................................................14
Figure 3: Gaming Ethnicity......................................................................................................14
Figure 4: Popular Games..........................................................................................................15
Figure 5: Which Video Game Genres Are the Most Addictive?..............................................15
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1. Introduction
Gaming addiction refers to the wild utilize of video games that's characterized by compulsive
conduct and can develop after a long period of over the top gaming. From analyzing the
distinctive gaming classes, our research found that Social Simulation games are considered to
be the foremost addictive, with 5.08% of reviews containing the word ‘addictive’. The reason
of this report is to examine the reasons behind the rise in computer gaming enslavement
a) Background Information:
World of the Video games have demonstrated itself as an appealing engaging industry in this
present day world. Being a expansive industry it has also brought a few impacts on our
society particularly on our youth and children. These impacts can be depicted as of two sorts,
Positive impacts and Negative impacts. The impacts depend on the nature of games
additionally the age restrain of the players who play these diversions (Xue-min, 2009),
(McCormick, 2001). In this study we have attempted to conclude physical and mental
positive and negative impacts of playing video recreations. Our point of the study could be a
discover out the negative impacts of playing video games and attempted to highlight what are
Many top-selling video games have a lot of violence elements and harmful content, which
have and can cause negative social effects especially on young minds. However, video games
are also very popular media among youth and have many characteristics that can also make
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them excellent teaching tools. Teachers & Educators can take advantage of the positive
learning characteristics of video games with the use of well-designed software, but should
also be aware of potential negative issues such as anti-social content and cyber game
Our study covers the consequences of the Video games on youth and children, both positive
and negative effects from the video games through ethical and personal perspective. This
study gives an overview about what are the possible consequences of video games, their
effects on video games player, approach to tackle them in advance while developing and
“The mere formulation of a problem is far more often essential than its solutions, which may
possibilities, to regard old problems from a new angle require creative imagination & marks
A research problem refers to a few trouble that the analyst encounter within the setting of
both a theoretical or practical situation and how he/she get a certain arrangement for that. For
the final couple of a long time Information Technology growth expanded exceptionally which
encourages human being in each field of life. Information technology plays a major part in
today’s life. Without utilization of the data innovation in 21st century the life is exceptionally
dull and complicated. Information innovation may be a portion of our lives and in each
viewpoint of life we are associated specifically or indirectly with it. It makes our life simple
and comfortable, but in conjunction with all of the offices and points of interest some of the
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time it moreover makes issues for us when it is abused or over utilized. The foremost
In the terminology of information technology, it is called the overuse of video games that can
result in isolation of video game player or on the other hand we will say isolation from social
exercises and bound the video recreations player in a virtual gaming life. Limits his/her
interaction with genuine world life, murders their social exercises, a few time enjoy them in
The main issue with playing video games is that the video games are designed for human
minds and choices, when someone start playing video game, they enjoy it during playing and
are feel satisfaction and on every winning or reaching some level of achievement, it makes
them more attracted towards playing more and to win it again and again, with the passage of
time this behavior takes them to the abnormality and addiction (Anderson and Bushman,
2001).
A large body of research has been done on violent television (TV) channels and films, stating
their aggressive effects and drawbacks on youth and children, but there has always been less
focus and attention on violent video games and their aggressive and negative effects on youth
and children, which is the primary reason for playing these violent video games.
This study gives successful knowledge creation to such problems and uncovers the hidden
realities that can harm the young video game players intentionally or unintentionally.
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Because of the increasing quantity of video games released each year, researchers believe that
They feel that playing video games is one of the most important everyday activities for both
The appeal, ease-of-use, engagement, and aesthetical appearance of these video games are
due to the use of detailed high-quality graphics, more realistic images, artificial intelligence,
complex game strategies, intelligent game inference engines, and human-machine interaction,
all of which force the video game player to stay with the game for a long time and become
playing video game and aware the people about its learning achievements, its good effects
and aggressiveness and bad impacts on youth and children. The result can be used to make
decisions about future knowledge strategies and the organizations of video games.
The data and fact and figures are collected from internet it can be different as per year 2022.
As a field of different changes and technology factors involved in video games, this research
can be taken to next level, because a lot of work have been done on it and is still going on.
In light of our thesis topic “GAMING ADDICTION AND ITS IMPACT ON YOUNG
GENERATION”, we studied several articles regarding the research being done in this one of
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a unique kind of field, which has interaction with Social sciences and Information
Technology.
Game addiction is defined by Clark et al. as experiences that are meant to be as gratifying as
possible, while behavioural addiction refers to chemical addictions such as cocaine, heroin,
and alcohol. Games are designed to make the player feel as if he or she is completing a
difficult and demanding task. In their book, they also state that video games are not drugs, but
"Electronic games have also been utilized for therapeutic reasons," according to a publication
from the "International Clearinghouse for children and violence on the screen," which
integrated studies from many authors in the field of video games in their book "Children in
the New Media Landscape." They've also mentioned ongoing research into potential negative
homework and outdoor activities, and health issues like epileptic fits, cramps, and so on"
(vonFeilitzenet al.,2000).
1. https://delamere.com/blog/gaming-addiction-report-2022
2. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3832462/
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3. Methods of the Study
Both theoretical and empirical research methodologies were used. We further divided the
empirical study approach into two data collection procedures, which are interviews and
questionnaires. Because we studied the theoretical aspect of the issue, many authors have
shown their personal experience and results related to this field, a public point of view on the
Taking an interview was the challenging part, where to start and from who to ask questions.
was made to help us receiving the knowledge we were looking for and compared to our
research question. The theoretical part was about studying the previous research and the exact
idea of how this research can be completed. We also gave questionnaire to many people for
easy and quick reply, because the interview was just a general idea and was not possible to
take from many people, due to the short time. We selected two schools , where number of
voluntary students took part in giving us a short interview about videos games and their likes
and dislikes about certain video games. In the start of interview it was difficult to explain
them our topic, because ordinary and non-informatics related people had difficulty to
understand the purpose of our interview. We believe that the interview and questionnaire from
the general public brought us a great help and answers to the research questions.
Before asking these questions from general public, we tested these questions by our friends
and that made less threat to have a misunderstanding the questions when asked from general
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Figure 1: Data Collection Procedure
➔ We have categorised the effects into negative and positive effects on youth and
children. The reason for choosing youth and children is that young people and
children are the main age groups in society who play video games. They are attracted
to such video games fast and quickly adapt to the characters and environments. Our
questionnaire revealed the age group of these people, the length of time they spent
playing video games, and their educational history, all of which revealed an effect of
➔ We also disclosed the popularity of different types of video games played by youth
and children. The video games vary from type and nature. Depending on age not
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every child or teenager we interviewed or gave questionnaire was an addict. Just a
general idea was taken from them to insure the addiction among these unknown
individuals. After checking the data gathered from these questionnaires we check the
category of Video games selection and then compares their educational record with
the time they spend on playing video games. And that gave us a clear picture of how
much there life and education has been affected by playing these video games.
➔ The teachers we interviewed through our empirical study approach as interviews told
us to develop such educational games, which do not show a life taken just for the
sake of achieving a level or points inside the game. But this can be changed to a life
saved from any form of danger or teach a helping behavior, to develop inside the
young minds.
➔ The interviewed parents showed the result of the lack of awareness and many parents
think that video games are another form of entertainment just like movies or
cartoons. But some of the parents are really concerned about the violence being
➔ We also got a result of social and environmental factors from our empirical study
approach through conducting several interviews. It became apparent that the children
playing video games as a hobby, do not consider this as an addiction ormaybe they
are not so familiar with the meaning of addiction. They just name it as another hobby
or sports.
➔ Companies developing and launching these games also give a warning screen before
every game and they have selected age groups for certain games, as known as
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Gaming by Age
40
34
35
30 26
25 21
Percentage
20
15
9
10 6
5
0
<18 18-34 34-54 55-64 >55
Age
Gaming Ethnicity
67
70
60
50
Percentage
40
30 15 12
20 5 3
10
0
caucasian hispanic african asian other
Age
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Figure 4: Popular Games
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5. Conclusion
Every society in every country faces various difficulties. Many overcome problems by
obtaining solutions from technology, such as for power consumption, solar energy, hydro
energy, and wind energy, all of which are obtained by various ways and generators. However,
if the problem stems from technology, particularly technology or media equipment such as
video games, which are closely linked to our new generation, then this is a worst-case
scenario for a society and its inhabitants. Video games have both positive and harmful effects
on young people and children, which is also included in our thesis. In terms of good and
negative consequences, we have three subquestions. Every man made technology has its own
positive and negative effects, depending on the user and their use of this technology.
Advancement comes inside the technology itself by rapid changes and user demands.
The bottleneck we attempted to eliminate was the elimination of bad impacts and how to
lessen the negative attitude and thinking that these violent video games cause among
teenagers and children. We obtained information from prior studies' perspectives, which they
accomplished through their own experiments and empirical findings. We also used an
empirical study approach, which included a questionnaire (detailed at the end of this thesis)
and interviews with members of our target group (primary school and high-school students,
teachers and parents). This is a psychological disorder or problem that may be treated with
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6. Recommendations
➢ Have at least an hour and a half of your time each day on non-electronic activities
➢ Remember that school days are spent on school activities, studying and doing
beneficial or educational like online jigsaw puzzles perhaps let them play a while and
with your supervision. JS Puzzles is a recommended place to challenge you and your
➢ Board games are fun and healthy alternatives to gaming. Playing with family moves
the fun up a notch. If you don’t like board games, try card games instead. Must chess
games etc.
➢ Take a walk in the park with your pet, a family member or a friend. Walking is
healthy and so is fresh air. Resist the temptation to stay at home facing the computer
➢ Help mom or dad in the kitchen. It’s not only healthy and fun but you get to bond with
them too. If you love playing cooking games, now’s the time to put your cooking
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➢ Make time for spiritual activities and join religious youth groups for diversion. These
groups let you interact with other kids your age, improving your social skills and self-
esteem and keep your mind off your virtual gaming buddies.
➢ Help mom plan your family nights. Or you could initiate plans for your family
activities. Plan movie nights where you could load up on the popcorn and soda and
➢ Spend time with your closest friends and have the usual sleepovers and bonding
overload. Nothing beats the company of good friends, real friends and not those found
online.
7. References
➢ Clark, N., Scott, S. (2009). Game Addiction: The Experience and the Effects. p. 8.
➢ Einstein, Albert. (1938). Physicist and Nobel Laureate. The evolution of physics.
https://delamere.com/blog/gaming-addiction-report-2022
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3832462/
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➢ KUO-KUANG, F., PEI-CHI, H. & YUNG-FU, H. On Video Game: Heaven or Hell.
➢ vonFeilitzen C., Carlsson U. (2000). Children in the new media landscape: games,
pornography, perceptions.
2007. ITI 5th International Conference on, 16-18 Dec. 2007. p. 217-222.
Game on Player's Negative Social Effect. In: MAO, L., BIN, Y. & LIU, C., eds., 2009.
95-103.
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