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BIOLOGY

INVESTIGATORY
PROJECT
VIDEO GAMES AND ITS BIOLOGICAL EFFECTS

[SESSION:2022-2023]

VELAMMAL BODHI CAMPUS

ANUPPANADI

UNDER THE SUPERVISION OF: SUBMITTED BY:


MR.RAJASEKARAN(BOTANY TEACHER) MANIKANDAN.S
MRS.SUJATHA.T.R(ZOOLOGY TEACHER) CLASS:XII-A2
CERTIFICATE
This is to certify that this is a bonafide record of biology
project work done by Master. Manikandan.S of class XII and
section A2 during the year 2022-2023 in Velammal Bodhi
Campus, Anuppanadi, Madurai

Teacher Incharge Principal

Date:

Internal Examiner External Examiner


ACKNOWLEDGEMENT
I would like to express my special thanks of gratitude to my
Botany teacher MR. RAJASEKARAN and Zoology teacher
MRS.SUJATHA.T.R for their able guidance and support in
completing my project

I would like to extend my gratitude to the principal sir


MR.BALAMURUGAN and Vice Principal mam MRS.ANITHA
ARAVINDH for providing with all the facilities that was
required and timely support

I thank our Chairman and Vice Chairman of Velammal Bodhi


Campus ,Anuppanadi, Madurai for providing usample
facilities to learn many things while doing this investigatory
project and to complete it on time

Finally, I would like to thank my parents who helped me a


lot in finalizing this project within the limited time frame.
INDEX

I. VIDEO GAMES
II. INTRODUCTION-WHAT IS GAMING DISORDER?
III. SIGNS AND SYMPTOMS OF GAMING DISORDER
IV. VISION ISSUES
V. MUSCULOSKELETAL PROBLEMS
VI. OBESITY AND OVERWEIGHT
VII. SEIZURES(EPILEPTIC)
VIII. HEART-RELATED PROBLEMS
IX. EFFECTS ON BLOOD PRESSURE
X. A BRIEF HISTORY OF VIDEO GAME ADDICTION
XI. PREVENTION AND TREATMENT FOR GAMING
DISORDER
XII. COGNITIVE BEHAVIOUR THERAPY
VIDEO GAMES
A video game is any software program that can be played on a

computing device,such as a personal computer,gaming console or

mobile device. Video games have been in existence since the early

1970s and have become increasingly popular, spanning different

mobile and stationary platforms. Advances,particularly in mobile

devices, have given birth to social networks and group gaming in

games such as Call of Duty and Fortnite. In 2018, the World

Heath Organization (WHO) classified GAMING DISORDER in

their International Classification of Diseases (ICD-11) .


INTRODUCTION
What is gaming disorder?
WHO denotes the disorder as a pattern of video gaming behaviour

characterized by impaired control over gaming activity, increasing

priority given to gaming over other activities to the extent that

gaming takes precedence over other interests and daily activities,

and the escalation of gaming despite the occurrence of negative

consequences.

Video game related heath problems can cause continuous strain

injuries and other health issues. Other problems include condition

that could be termed video game-provoked seizures in patient

with preexisting epilepsy and gaming is also scientifically proved

to develop sense of stress and aggression in the players.


SIGNS AND SYMPTOMS OF
GAMING DISORDER
According to the WHO definition ,a person with gaming disorder

will demonstrate the following characteristics for at least 12

months; problems controlling control their gaming habits, seeing

gaming as more important over other necessities and daily

activities or work , continuing to engage in gaming even after its

negative health and social problems has been identified or are

evident.Further researches shows that gaming disorders can also

be linked with anxiety, depression, obesity, sleeping disorders and

stress. People, who remain physically inactive for long periods

because of gaming may also be at higher risk of obesity, sleep

disorders, and other health-related issues, according to WHO.


VISION ISSUES
Video game playing is associated with eye problems. Extensive and

fixed staring at a video game screen causes eyestrain because

the cornea, pupil and iris are not biologically equipped for chronic

heavy viewing of digital images from electronic devices.

Interestingly, there is some research that shown that gamers

have an enhancement of spatial distribution of attention,

compared wit non-gamers. This somewhat predictable practice

effect occurs with both peripheral and central visual attention.

For sufferers of amblyopia (dimness or blurring of the eyesight

due to a fault in transmission from the eye to the brain) video

games may be helpful.


MUSCULOSKELETAL PROBLEMS
Persistent gamers may also suffer from musculoskeletal problems.

A survey of children indicated increased physical complaints range

from pain in hands and wrists to back and neck. Furthermore, a

case report involving a nine year old teenager referenced

PlayStation thumb. PlayStation thumb is characterized by

numbness and a blister is caused by friction between the thumb

and the controller from rapid and persistent game play. Using

dermoscopy, dermatologists discovered hemorrhages and

onycholysis (the loosening or separation of a fingernail) in a

patient who presented with hyperkeratosis. Another case reported

in the New England Journal of Medicine reported a fracture of

the base of the fifth metatarsal from people who play Wii video

games. This condition has been termed as Wii fracture.

BACK PAIN WII FRACTURE


OBESITY AND OVERWEIGHT
Playing of video games consistently has been associated with

obesity. This is may be related to the lack of physical activity in

players. Alternatively, it could be that those who are less

physically fit because of obesity gravitate towards less physically

demanding activities, such as gaming. In either case, several

studies have linked television and video games and increased Body

Mass Index(BMI). furthermore, children who watch the most

hours of television or play video games have the highest incidence

of obesity. If video games are replacing physical activities and

young people do not participate in physical recreation or see

playing of video games as a form of recreation, this may be a

part of the link between times spent while playing video games

and rise in BMI in teenagers.

OBESITY BMI
SEIZURES (EPILEPTIC)
Health concerns that video games may cause an epileptic seizures

started in the early 1980s.The first medically documented case

of a video game-induced seizure was reported in 1981. In 1993,

a story in the popular press reported that a boy chocked to

death on his own vomit during a seizure triggered by playing a

video game. Similar but less serious incidents were subsequently

reported by news media around the world, ultimately motivating

video game console manufactures to include those epilepsy

warnings in the instruction manuals for their gaming products. In

1994, it was reported that video games only causes seizures in

people already predisposed to epilepsy and advised that people

can greatly reduce the risk of a seizure by staying 10 feet or

more away from the TV set and wearing sunglasses while playing

video games. This is clearly an area in deed of additional

research.
HEART-RELATED PROBLEMS

Studies of the health hazards of video game playing have linked

seizures, psychological disturbances, and other health problems

with the games. The study reported here measured changes in

blood pressure and heart rate that occurred in 23 young men

when they played a video game. The mean systolic blood pressure

for the entire group was considerably higher during play than

before or after and was significantly higher in novice players than

in more skilled players. Heart rate was also significantly higher

during play. In view of these results, other cardiovascular

changes might be expected to occur during video game playing.

Although the changes reported here were minor, even minor

cardiovascular alterations could potentially prove serious in

persons with cardiovascular disease.


EFFECT ON BLOOD PRESSURE

Research on the acute effects of violent video-game playing on

Blood Pressure (BP). 48 young, normal-weight men participated in

the research. Subjects played a violent video game, a competitive,

non-violent video game and watched TV for an hour.

Measurements of BP and stress were recorded before a

standardized meal and then repeated every 15mins throughout the

intervention. Violent video-game playing was associated with a

significant increase in diastolic BP compared with the other two

groups. Subjects playing violent video games felt stressful and

reported a tendency towards sweet food consumption. Video

games involving violence appear to be associated with significant

effects on BP compared with non-violent gaming or watching TV


PREVENTION AND TREATMENT
OF GAMING DISORDER
• The cost: benefit value of prevention versus treatment of

addiction disorders has been known for many years. It is

important and beneficial to make use of several types of

strategies in combating gaming addictiveness or disorder.

Effective strategies include:

• Educating gamers about gaming behaviors and consequences on

their mental health;

• Treatment geared towards helping the gamer to control his

urge for video games, recognizing and dealing with disturbing

thoughts and learning how to cope without video games;

• Intrapersonal and interpersonal counselling to help gamers to

explore their identity, build self-esteem, and enhance their

emotional intelligence outside the fictional world of gaming.


COGNITIVE BEHAVIOURAL
THERAPY
The Cognitive Behavioral Therapy with Internet Addicts (CBT-IA)

is developed in analogy to therapies for impulse control disorder.

Several key aspects are embedded in this therapy

• Learning time management strategies;

• Recognizing the benefits and potential harms of the internet;

• Increasing self-awareness and awareness of others and one’s

surroundings;

• Identifying “triggers” of Internet “binge behaviour” ,such as

particular Internet applications, emotional states, maladaptive

cognitions, and life events;

• Improving interpersonal communication and interaction skills;

Improving coping styles

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