Chapter one
Introduction
1.1 background to the study
According to Matthews (2018) Young people in today's world spend a lot of time playing video games.. We can temporarily ignore our problems when we play video games. We occasionally have brief moments of delight, but these are preceded by enormous losses. Video games are amazing. The are the only media that possesses the ability to hold our interest. They provide a reality in which we are able to set aside our worries and ourselves. They have the power to cheer or discourage us, the connect us to a global player base of millions who are always excited to play. For a variety of reasons, including enjoyment, a lot of young people play video games.. Young people's mental health is influenceed by video games Many students' mental health issues have led to suicide, severe suffering for their them, and misery for many others around them.
The massive video gaming firms have experienced rapid growth in recent years. They employ a large number of people to create cutting-edge games that appeal to teens. Due to the public health risks these firms have created, parents and school decision makers are taking notice. Additionally, because video games are appealing to a large number of people, they have sparked public concern. The first video game was created in 1972. It was a computer game called tennis, which was quite well-liked at the time. With time, young people developed a taste for new gadgets and applications. In recent years, video game firms have started to focus on teenagers and youths. These businesses invest a great deal of effort and resources into creating visually appealing video games that entice players to invest a significant amount of time in order to complete the game's final stages(Matthews 2018). There are a lot of reasons why young people are drawn to video games, but the most significant ones are the introduction of new communication technologies, as well as amazing features and entertaining voices. Sadly, these programmes have led to young people spending more of their free time playing video games than studying, which has resulted in mediocre academic performance and poorer scores.. Video game usage starts approximately from the an early age with 16 as the peak time for video game tendency. Conversely, players of video games have high levels of attention and visual-spatial skills at various phases of their lives. On the other hand, there are claims that certain video games, including Attention Deficit Disorder (ADD), can help treat a variety of mental illnesses. Studies have demonstrated that young people who play video games are more socially engaged; for instance, these individuals participate in more activities with friends and family. While there are differing opinions among scientists regarding whether excessive video game play might result in a chronic illness.
However, additional proof is required to demonstrate any potential drawbacks. Video games have been shown to have beneficial influences in numerous instances. For instance, individuals with disabilities who engaged in instructional video games displayed reduced signs of behavioural issues, difficulties, and intrapersonal hostility. Recent research conducted in the US and other nations indicates that 8–14% of video game players have exhibited pathological symptoms; nevertheless, there is no proof that these pathological symptoms exacerbate aggressive behaviours over time. On the other hand, violent games could teach these individuals to communicate their disagreements in an aggressive manner rather than coming up with a workable solution.. When gamers lose their ability to operate normally and perform poorly in social, psychological, academic, and professional contexts, their usage of video games is deemed abnormal. 8.5% of video game players have been classified as pathological groups by psychological analysis, according to US investigations (Isola 2016). Globally, there has been an increase in the use of video games. Owing to this significant shift in adolescent society, the current study is innovative. In addition, the studies which have been done in the past were not sufficient enough to reflect the influence of video games on youths. The aim of the present study is to Influence Of Video Games and Interactive Media Among Youths In Abuja Municipal Area Council, Fct, Nigeria
1.2 Statement of Problem
In recent years, there has been much discussion and research on the effects of video games on young people. While some research has indicated that playing video games might help young people develop their cognitive abilities and spatial awareness, other studies have suggested that playing video games too much can have unfavourable influences like poor academic performance, hostility, and addiction. Video games are despised by parents as time wasters, and to make matters worse, some education experts think they harm children's brain development. When certain young people act violently or exhibit severely antisocial behavior, the media and some experts are quick to blame playing violent video games. Therefore, the identified remedy is for parents to attempt to instill habits in their children from an early age. Therefore, to prevent becoming dependent on video games, the young person should engage in real-time gaming. Avoid using digital devices as well. Young people should play games only when necessary, such as for educational purposes. It is to this the study centers on influence of video games and interactive media among youths in Abuja municipal area council,fct
1.4 Objectives Of The Study
The general objective of this study is influence of video games and interactive media among youths in Abuja municipal area council,fct, Nigeria Other specific objectives are:
1 To examine Health effects associate with video games and interactive media among youths
2 To examine the influence of video games on youths in Abuja
3 To examine the psychological effect of video games on youths in Abuja
4 To outline the challenges involved in engaging in video games and interactive media among youths
1.5 Research questions
1 What is the Health effects associate with video games and interactive media among youths in Abuja?
2 what is the influence of video games on youths in Abuja?
3 what is the psychological effect of video games on youths in Abuja?
4 what are challenges involved in engaging in video games and interactive media among youths in Abuja?
1.6 Hypotheses
In line with the statement of research problems and the objectives of this thesis, the following hypothesis will be tested:
HO1: There is no significant influence of video games among youths in Abuja
HO2: There is no significant influence of interactive media on the health of youths in Abuja
1.6 Significance of the study
It is hopeful that the study will contribute to academic learning and further research, knowledge dissemination as well as the practice of insurances business.
1.7 Scope Of The Study
The study is delimited to Influence Of Video Games And Interactive Media Among Youths In Abuja Municipal Area Council,Fct, Nigeria
1.8 Operational Definition of Key Terms
VIDEO GAMES: A video game, also known as a computer game, is an electronic game that can be interacted with using an input device, such as a controller, keyboard, or joystick. Video games can be used for entertainment and relaxation, but they can also be used for competitions and for computer learning
INTERACTIVE MEDIA:
YOUTHS: Youth is the time of life when one is young. The word, youth, can also mean the time between childhood and adulthood, but it can also refer to one's peak, in terms of health or the period of life known as being a young adult
INFLUENCE: the capacity to have an effect on the character, development, or behaviour of someone or something, or the effect itself.
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