An Evaluation of the Influence of Video Games on Sports Performance of Junior High School Students

Authors

  • Geeta Gulati

DOI:

https://doi.org/10.53469/jerp.2024.06(08).02

Keywords:

e-gaming, sports performance, junior high school, technology, India

Abstract

Electronic games are seen as a promising avenue for children's development, offering a range of engaging and educational experiences that cater to various learning styles. Unlike traditional toys, these digital environments provide dynamic, interactive worlds that can ignite curiosity and motivation. This study aims to investigate the impact of e-gaming on the sports performance of junior high school students. The sample selection process was thorough, utilizing both purposive and convenience sampling methods to ensure a representative sample from the broader population, specifically focusing on junior high school students in Rohtak City, Haryana. Data was collected through a questionnaire distributed to 600 randomly selected respondents, resulting in 500 responses, of which 400 were suitable for analysis. The analysis, conducted using various statistical techniques and software tools like MS Excel and SPSS, revealed that while there are positive perceptions of e-gaming, including health benefits and increased engagement, a significant proportion of respondents remain neutral or skeptical about its impact on physical and mental health, as well as its effectiveness in promoting physical activity. Further research is needed to develop evidence-based guidelines for responsible e-gaming practices, particularly when integrated into sports training or physical activity programs, to maximize benefits and minimize risks for different age groups and individual needs.

References

Dindar, M. (2018). An empirical study on gender, video game play, academic success and complex problem- solving skills. Computers & Education, 125, 39-52.

Gao, Z., & Chen, S. (2014). Are field‐based exergames useful in preventing childhood obesity? A systematic review. Obesity Reviews, 15 (8), 676-691.

Goundar, R. (2015). Physical activity, screen-based behaviours and obesity among Fijian adolescents (Doctoral dissertation, Deakin University).

Lemay, A., Dufour, M., Goyette, M., & Berbiche, D. (2024). ESport programs in high school: what’s at play? Frontiers in Psychiatry, 15, 1306450.

Liang, Y., & Lau, P. W. (2014). Effects of active videogames on physical activity and related outcomes among healthy children: A systematic review. GAMES FOR HEALTH: Research, Development, and Clinical Applications, 3 (3), 122-144.

Neset, T. S., Andersson, L., Uhrqvist, O., & Navarra, C. (2020). Serious gaming for climate adaptation— Assessing the potential and challenges of a digital serious game for urban climate adaptation. Sustainability, 12 (5), 1789.

Norris, E., Hamer, M., & Stamatakis, E. (2016). Active video games in schools and effects on physical activity and health: a systematic review. The Journal of pediatrics, 172, 40-46.

Pellas, N., Mystakidis, S., & Christopoulos, A. (2021). A systematic literature review on the user experience design for game-based interventions via 3D virtual worlds in K-12 education. Multimodal Technologies and Interaction, 5 (6), 28.

Pelletier, V. H., Lessard, A., Piché, F., Tétreau, C., & Descarreaux, M. (2020). Video games and their associations with physical health: A scoping review. BMJ open sport & exercise medicine, 6 (1), e000832.

Poonam, Anshita, & Chhikara, K. S. (2022). Fintech and Financial Inclusion: A Bibliometric Analysis. MANTHAN: Journal of Commerce and Management, 9 (2), 121–144. https: //doi. org/10.17492/jpi. manthan. v9i2.922207

Rathee, A., Barak, A., Solanki, P., & Rathee, M. (2023). Banking Services and Financial Inclusion : A Bibliometric Journey from 2004 to 2022 Using PRISMA Guidelines. International Journal of Research and Analytical Reviews (IJRAR), 10 (4), 390–404. https: //doi. org/10.5281/zenodo.10033232

Solanki, P., & Chhikara, K. S. (2023). Constraints to the promotion of financial inclusion in India : an empirical study of implementing agencies under Pradhan Mantri MUDRA Yojana. International Journal of Social Economics. https: //doi. org/10.1108/IJSE-06-2023- 0462

Schade, S., Mahoney, J., Spotts, A., Greenauer, N., & Veerabhadrappa, P. (2020). Pokémon Go did not increase step count or distance travelled among college students. Human Movement, 21 (2), 64-70.

Downloads

Published

2024-08-28

How to Cite

Gulati, G. (2024). An Evaluation of the Influence of Video Games on Sports Performance of Junior High School Students. Journal of Educational Research and Policies, 6(8), 9–15. https://doi.org/10.53469/jerp.2024.06(08).02