DISCUSSION ON THE ROLE OF VIDEO GAMES IN CHILDHOOD STUDYING
Section A-Research Paper
DISCUSSION ON THE ROLE OF VIDEO
GAMES IN CHILDHOOD STUDYING
Masiha Ajmeri Mohammed
Department of English, Ad Darb University College, Jazan University, Jazan,
Saudi Arabia
magmeri@jazanu.edu.sa
Dr. Gulnaz Fatma
Language Instructor, Department of English, Jazan University, Jazan, Saudi
Arabia
gulnaz.fatima15@gmail.com
Dr. Akhila K P (MSW, PhD. Social Work)
Assistant Professor, Department of Social work, Sree Sankaracharya University
of Sanskrit, Regional Campus Payyannur, Edat P.O Kannur-670 327, Kerala,
India.
akhicuk@gmail.com
Sana Sarwar
Language Instructor, College of Science for Girls, Jazan University, Jazan,
Saudi Arabia
ssarwar@jazanu.edu.sa
Abstract
Introduction: For the development of the study relates to the Discussion on
the Role of Video Games in Childhood Studying the study aims to analyse and
discuss the role of video games in the education of children. Additionally, the
background and rationality of the study are discussed with research questions
and objectives.
Literature Review: Past literature was examined that helps to find
contradicting opinions of the past researchers. This contributed to the
development of an empirical study.
Methodology: To discover significant insights from the collected primary
data, a quantitative analysis of the data was provided and examined.
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Findings: It was found that restricted use of video games can be beneficial for
children
Conclusion: A detailed analysis of the results is followed by a presentation of
the study's main conclusions.
Keywords- video games, childhood Studying, cognitive behaviour, children
education
Introduction
Video games have become one of the major industries with the
improvement in its related factors. As per the opinion of García-Redondo et al.
(2019), the development of different technology parts a pivotal role in the
process of improving the video game industry. In addition, children are the
primary consumer of video games.
Thus, the following study is developed on the process of analysing the
role of video games in the improvement of childhood education. According to
the suggestion of Barr & Copeland-Stewart (2022), there are positive impacts
of limited consumption of video games. Thus, such research provided a
relatable background to the empirical study.
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Figure 1: Global video game market from 2012 to 2023
(Source: Statista, 2023)
Figure 1 of the study highlights the gradual growth of the video game
market. It can be seen that in 2012 the market capitalization of the videogame
industry was 52.8 billion USD however 2021 videogame industry had a 138.4
billion USD market capitalisation (Statista, 2023). Therefore, it can be assumed
that the consumer of video games has increased in numbers. Additionally, 93%
of the consumers are under 2 to 17 years of age (Statista, 2023). Thus, such
statistical data justify the rationality of the study.
Aim
The primary aim of the study is to analyse and discuss the role of video
games in the education of children.
Research objective
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RO 1: To analyse the role of video games in children's education.
RO 2: To discuss the impact of a restricted consumption of video games in
childhood studying
RO 3: To elaborate on the impacts of cognitive behaviour of a child is through
the restricted consumption of videogame.
RO 4: To suggest recommendations that help to improve the role of video
games in improving children's education.
Research question
RQ 1: What is the role of video games in children's education?
RQ 2: What are the possible impacts of a restricted consumption of video
games in childhood studying?
RQ 3: How to elaborate on the impacts of the cognitive behaviour of a child
through the restricted consumption of videogame?
RQ 4: What are the possible recommendations that help to improve the role of
video games in improving children's education?
Literature review
Videogames implicate the cognitive behaviour of children.
In order to develop an empirical study past literature was analysed and it was
found that there is s relationship between video games with cognitive
behaviour. As per the opinion of Tokac, Novak & Thompson (2019), the
cognitive behaviour of children is impacted by regular high consumption of
video games. In addition, there is a negative impact on if high consumption of
video games. On the other hand, Halbrook O’Donnell &Msetfi (2019) argued
that consuming video games in a controlled manner can improve the cognitive
ability of children. In addition, with an improved cognitive ability education of
children can be improved. Thsuu forms the above discussion it can be
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concluded that cognitive ability is an essential aspect which helps in the
development of education for a child. Moreover, improvement in cognitive
behaviour helps to increase the potential of a child.
Figure 2: User cycle of video games
(Source: Tokac, Novak & Thompson, 2019)
Therefore it can be understood that video games are still a controversial topic.
However, the limited uses of video games are becoming more mainstream
Pappas&Drigas (2019). Thus, it can be said that the possessive impact of video
games on the cognitive behaviour of children is a subjective matter of
discussion.
Restricted consumption of video games has positive impacts on children
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During the time of analysis, past data related to the consumption of
video games are analysed. Furthermore, related factors regarding video games
were analysed. As commented by Daleet al. (2020), the use of video games not
only causes physical damage to children but also shows a detrimental impact
on psychological health. Therefore, the use of video games negatively impacts
children. On the other hand, Pappas &Drigas (2019) argued that there is some
possessive impact of restricted use of video games. Moreover, daily limited use
of video games increases the concentration and power of children. Similarly,
Li, Wang & Liu (2020) opined that video games increase the creative thinking
ability of students. Therefore, from the above discussion, it can be understood
that there is a positive impact of the restricted use of video games.
Figure 3: Positive impact of video games
(Source: Li, Wang & Liu, 2020)
Thus, restricted use of video games improves the qualitative ability of
children thus helping them in education and in real life. As commented by Li,
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Wang & Liu (2020), there are certain benefits in communication and critical
thinking ability with limited use of video games. Hence, limited use of video
games is proven to benefit the cognitive behaviour of students.
Methodology
Data collection
The data collection method is an essential factor for a study which helps
in the development of the study. Thus, in order to develop the study primary
data collection method was used. As commented by Pandey & Pandey (2021),
primary data collection provides a wider perspective to the collated data. Thus,
the primary method of collecting data can provide a better perspective for the
study. In addition, fractal information can be collated with the help of
secondary data collectable methods (Blumberg et al. 2019). Thus, for observing
the relationship between video games and children's education primary data
was used in the study.
Data analysis
Quantitative methods of data analysis were employed to analyse the
secondary data collected on the topic. The approach of quantitative analysis
aids in the analysis of factual data relevant to the subjects (Mishra & Alok
2022). Moreover, information can be gleaned from the data through
quantitative analysis. Thus, the study employed a quantitative way of analysis.
Additionally, Liu, Yang & Chen (2020) commented that quantitative methods
of analysis help to gather valuable insights for the collected data. Thus, the
incorporation of fractal information was possible with the help of the
quantitative method of analysis.
Findings
Demographics
Gender
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Figure 4: Pie chart associated with the gender of participants
Table 1: Table associated with the gender of participants
Figure 4 and Table 1 of the study is related to the genders of the participant
where 40%was Male and 40% were Female participants. On the other hand,
20% reduced to disclosing their genders in the survey.
Age
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Figure 5: Pie chart related to Age
Table 2: Table of Age
Figure 5 and Table 2 are related to the age of participants and the ratio
of participants is shown. It can be seen those Below 20 years of age, there were
40% Between 20 to 35 years of age there were 40% participants. Additionally,
20% of participants were Between 35 to 60 years of age.
Income
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Figure 6: Pie chart related to income
Table 3: Table of income
Figure 6 and Table 3 are associated with the income of participants and
the percentages of different income groups are shown. It can be seen that
Below RS 18000 there were 40% participants. Between RS 18000 to 30000
there were 40% participants and 20% participants were from Between RS
30000 to 50000.
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Descriptive analysis
Table 4: Table of Descriptive Analysis
From the above table, it can be seen that the mean value of the
descriptive statistics for the dependent and independent variables. It is clear
that the mean values for all independent and dependent variables are higher
than the standard deviation value. Thus, it is evident that the responses are
centred on the mean.
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Section A-Research Paper
Hypothesis 1: There is a relationship between the controlled use of video
games and the education of children
Table 5: regression table for Hypothesis 1
Table 5 is related to the regression data of Hypothesis 1. From the above
data, it can be seen that the significance value is 0.060 which is higherthan
0.05. 0.05 is considered the benchmark value for regression analysis Halbrook,
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Section A-Research Paper
O’Donnell &Msetfi (2019). Thus. It can be said that the value hypothesis 1 is
not supported with appropriate pieces of evidence.
Hypothesis 2: behaviour of children and the restricted use of video games are
related
Table 6: regression table for Hypothesis 2
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Table 6 is related to the regretting values hypothesis 2 which has a
significance value of. Therefore the significance value is lower than 0.05
indicating hypothesis 2 is supported by the research topic
Hypothesis 3: Cognitive behaviour of children is impacted by the use of
videogames
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Table 7: regression table for Hypothesis 3
Table 7 has the regression value of hypothesis 3 which provided a lower
significance value of 0.000 Therefore; a low significance value indicated
hypothesis 3 is supported with appropriate evidence.
Hypothesis 4: Controlled use of video games is beneficial for the creative
thinking of children
Table 8: regression table for Hypothesis 4
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Section A-Research Paper
The regression data of Hypothesis 4 are shown in Table 8. The
significance value for the aforementioned data is 0.095, which is - then 0.05,
thus a lower value than the standard value for regression analysis indicated a
reliable hypothesis De et al. (2021). As a result, it may be concluded that the
value hypothesis 1 is properly supported by the available data.
Discussion
In order to understand the role of video games in children's education
the study was conducted. As per the opinion of Johannes, Vuorre & Przybylski
(2021), there are certain detrimental impacts of playing video games for
students
which
impact
education.
On
the
other
hand,
Quwaider,
Alabed&Duwairi (2019) argued that there are of consuming video games in a
restricted amount. Moreover, a possessive impact on the children's education
can be observed. Therefore the study aimed toward analysing and discussing
the role of video games in the education of children. According to, the opinion
of Calvo-Morata et al. (2020), the cognitive behaviour of the study is further
impacted by the use of video games in a restricted amount. Therefore, in order
to develop a knowledgebase study factors related to the videogames are
analysed. Moreover, the implications of a possessive video game are analysed
in the study. In order to collect reliable data secondary method of data data
analysis was included in the study.
On the other hand for analysing the secondary data qualitative method of
analysis was incorporated into the study. According to the opinion of
Przybylski & Weinstein (2019), qualitative methods of analysis provide a
better perspective for the development of the study. Additionally, qualitative
methods of analysis provide a better perspective of the collected data.
Therefore the secondary qualitative method of analysis is beneficial for the
development of the empirical study related to children's education and the
impact of video games. Additionally, it was found that the controlled use of
video games is beneficial for the education of a child. As per the opinion of
Rosyati et al. (2020), in order to improve the behaviour of a student video
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games can be helpful. Thus, based on the study it is recommended that the
controlled use of video games required to be incorporated into children's life.
Moreover, systematic use of video games can improve the focus and attention
of children.
Conclusion
Hence, the above study is based on the role of video games in order to
improve children's education. In the study, it was found that the restricted
implication of video games has a beneficial impact on the education of
children. Moreover, it was found that the cognitive behaviour of children is
impacted by the use of video games. In order to develop the study primary
method of data collection was implemented. In addition, A quantitative method
of analysing data was used. Additionally, it was noted that for the development
of focus and attention video games are one of the important and modern
methods. Therefore restricted use of videogames in order to improve children's
education is becoming main stream.
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Eur. Chem. Bull. 2023, 12(Special Issue 7), 318-341
340
DISCUSSION ON THE ROLE OF VIDEO GAMES IN CHILDHOOD STUDYING
Section A-Research Paper
Appendices
Appendix 1: Survey questionnaire
i.
What is your Gender?
ii.
What is your age?
iii.
What is your monthly Income?
iv.
Do video games have various positive impacts on childhood studying
v.
There is a possessive psychological impact of video games that impact
childhood study.
vi.
Improved focus due to video games is an important cognitive behaviour
vii.
Reducing inaccurate thinking is a positive impact of video games that
impacts childhood studying.
viii.
Cultural behavior is related to video games that positively impact
childhood studying.
ix.
Higher brain activity is a factor which a possessive impact on video
games.
x.
The attention span of children is impacted by limited consumption of
videogames
xi.
The learning capacity of children is impacted by limited consumption of
video games
xii.
Communication is a factor of childhood study that is impacted by video
games.
xiii.
The confidence and morale of a child are boosted with limited
consumption of video games.
Survey link:
https://docs.google.com/forms/u/0/d/e/1FAIpQLSeqSMhB4ZzqAlnKjX4Dzs6
MSbwqhaLyXkgJEGOSmNbjsnzVFA/formResponse
Eur. Chem. Bull. 2023, 12(Special Issue 7), 318-341
341