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Research Article
Open Access Peer-reviewed

The Effect of Video Game on Behavior of Adolescents

Abhinav Katara , Dr. Mamta Verma, Mr. Kumarasamy AP
American Journal of Nursing Research. 2024, 12(3), 42-49. DOI: 10.12691/ajnr-12-3-1
Received October 12, 2024; Revised November 14, 2024; Accepted November 21, 2024

Abstract

Introduction Adolescence is a critical phase where lifestyle habits, including video game usage, influence long-term health and behavior. Video games, spanning diverse genres, offer both cognitive benefits and potential risks, such as increased aggression or improved social behavior. This review examines the impact of video gaming on adolescents, focusing on areas like eating habits, anxiety, cognitive functioning, and aggression. It aims to uncover patterns and contradictions in research findings, offering insights to guide parents, educators, and policymakers in managing gaming-related behaviors. Materials and Methods A systematic search was conducted across databases like MEDLINE, PUBMED, Scopus, Science Direct, and Google Scholar using search terms such as “Adolescents,” “Video Game,” “Impact,” “Behavior,” and “Randomized Control Trial.” Studies published between 2014-2024, involving adolescents, and available in full-text English were included. Duplicates, non-adolescent studies, and those before 2014 were excluded. Result A total of 82 article were reviewed in which only 20 article met the inclusion criteria. The result help in finding inference between the behaviour modification of adolescents Conclusion The findings reveal that interactive interventions, such as Move games and serious games, positively influence health behaviors, dietary choices, and psychological outcomes among adolescents. Tailored approaches based on demographic factors like age and sex enhance intervention effectiveness, though some programs show limited impact, indicating the need for refinement. Engagement, adherence, and individual characteristics play crucial roles in outcomes, highlighting the complexity of influencing behavior. While many interventions promote healthier habits, further research is required to optimize strategies and assess the long-term sustainability of these behavioral changes.

1. Introduction

Adolescence represents a critical phase characterized by a multitude of physical, physiological and psychological transformations 1. It is important to note that during this period, lifestyle, including healthy and unhealthy habits and behaviors, has a significant impact on the health of adults 1 2."Video games" are a popular way for teenagers to engage in recreational activities, fulfilling their "need to play" requirement. 3. Video games, described as an electronic interactive games, have main objective of the players entertainment by immersing them in virtual environments, two-dimensional or three-dimensional, with specific rules and conditions 4. These games cover a wide range of genres, from racing/driving, fighting, adventure, action, platforming, puzzle, role-playing, simulation, strategy, sports, shooting, to active video games, to implicit and explicit video games learn video games 5. The video game industry is important worldwide, with products that work on mobile phones, computers and video game devices showing positive benefits on basic brain processes such as perception, attention, memory and decision. 6. Recent estimates have shown that one in three young people under the age of 18 worldwide use the Internet and that 75% of young people play digital video games every day in developed countries. 7 8 Ask any parent what they think of their child's video games and you will almost certainly hear concerns about the hours spent playing.in a virtual world and the possibility of negative effects on cognition, mental health and behavior. One element that contributes to these concerns is the growth of video games over the past 20 years. This popularity has raised concern among some scientists who have discovered the possible negative effects of this recreational activity. Studies that have surveyed members of the general public 9 10 as well as scientists 11 12 suggest that opinions about the effects of gambling on youth vary greatly depending on demographics and experiences personal with the game. Some researchers conclude that the game has social 13 and cognitive benefits 14, while others argue that this medium contributes to mass shootings 15 16 and that it has lasting and strong effects on aggressive behavior, in general 17. Recently, a series of open letters published by academics warned the public and policy makers about the positive and negative effects of time spent in the game, its addictive potential 18, its cognitive benefits 19 20 and its aggressive effects 21 are overrated. Video games are a double-edged sword, which has its advantages and disadvantages. Video games can act as "teachers" depending on the purpose of the game 22. Video games have many effects depending on the genre of the game. For example, an animated online game can improve physical fitness 23 24 25 26, while social video games can improve social behavior 27 28 29. The most interesting results show that play playing video games can modify cognition and the brain 30 31 32 33. Previous studies have shown that playing video games can benefit cognition. Cross-sectional and longitudinal studies have shown that video game experience is associated with better cognitive functions, especially in terms of viewing pleasure and short-term memory 34, reaction time 35 and memory of work 36. In addition, several randomized controlled studies show positive effects of video game interventions recognition 35 36. Recent meta-analytic research has also supported the high-quality effects of video games on cognition 37 38. This study was conducted to examine the effect of video games on adolescent behavior. The research was done in databases such as PUBMED, Google Scholar, CINAHAL with the search terms VIDEO GAME, Behavior, Effectiveness, Adolescents, Randomized controlled trial, Sexual behavior, Eating behavior, Aggressive behavior.

2. Objectives

The Objectives of this literature review is to critically assess and integrate existing studies on the impact of video games on many areas of teenage behavior, with a particular emphasis on eating habits, stress and anxiety levels, cognitive functioning, aggression, and healthy behaviors. This review seeks to uncover similarities and contradictions in findings, investigate the underlying mechanisms that influence these behaviours, and assess the implications for adolescent development and well-being. The review examines many studies to provide a thorough picture of how video game engagement can impact behavioral outcomes in teenagers, alerting parents, educators, and policymakers about potential hazards and benefits.

This review seeks to uncover similarities and contradictions in findings, investigate the underlying mechanisms that influence these behaviors, and assess the implications for adolescent development and well-being. The review examines many studies to provide a thorough picture of how video game engagement can impact behavioral outcomes in teenagers, alerting parents, educators, and policymakers about potential hazards and benefits.

3. Search Strategy

Electronic Database like MEDLINE, PUBMED, Scopus, Science Direct, Google Scholar Since 20 were searched using a combination of search term such as “Adolescents” OR “Video Game” OR “Impact” OR ”Behavior” OR “Randomized Control Trial”. Articles were checked for eligibility based on the inclusion criteria, and the full-text of eligible articles was examined.

4. Inclusion Criteria

All studies which had full text version available

All studies available in English text

Studies available from the year 2014-2024.

Studies done with adolescents.

5. Exclusion Criteria

Same studies that were found on different electronic databases.

Studies done before the year 2014 were excluded

Studies conducted on different age groups.

6. Result

6.1. Effect of Video Game on Eating Behaviour

Video game interventions aimed at improving eating habits show promising, though varied, results. Studies demonstrate that active video games, such as PlayStation Move, contribute to weight management by increasing physical activity among adolescents (Simons et al., 2014). Similarly, Thompson et al. (2015) reported a 50% increase in fruit and vegetable intake in children engaged with the game Squire’s Quest II, which incorporates a parental involvement component to reinforce healthy choices. Another study using the Snack Track Tool App showed that high engagement with the app correlated with healthier snack choices and better self-regulation, particularly among boys, while girls showed mixed results (De Cock et al., 2018).

These findings highlight the role of tailored, demographic-sensitive interventions. For instance, family involvement and age-specific approaches appear critical in sustaining healthy changes in adolescents' eating behaviors.

Key Takeaway: Intervention games can encourage healthier eating among adolescents, though demographic factors like age, engagement, and family involvement influence effectiveness.

6.2. Effect of video game on Anxiety Stress and Depression

Therapeutic video games show potential for reducing anxiety and stress among adolescents. For example, the game Dojo, designed for anxiety prevention, was associated with significant reductions in personalized anxiety symptoms compared to a control group playing Rayman, although overall anxiety levels showed similar declines in both groups (Scholten et al., 2016). Similarly, Mindlight, another therapeutic game, showed effectiveness in reducing anxiety in children with Autism Spectrum Disorder, suggesting that games designed for mental health can positively influence stress-related symptoms in adolescents (Wijnhoven et al., 2020).

The impact of these games, however, varies with the game design and the population using them. Therapeutic games with specific mental health goals may be more effective in managing anxiety than standard video games.

Key Insight: Video games designed for therapeutic purposes can reduce anxiety and stress symptoms, emphasizing the importance of game intent in mental health interventions.

6.3. Effect of Video Game on Aggressive Behaviour

Research on the relationship between violent video games and aggression among adolescents presents complex findings. For instance, Hollingdale and Greitemeyer (2014) reported that violent games like Call of Duty increased aggressive responses compared to neutral games. Conversely, studies involving realistic scenarios, such as handling firearms after playing violent video games, showed no significant impact on dangerous behavior among children (Chang & Bushman, 2019). These mixed findings suggest that while violent video games may heighten aggression in controlled settings, the effects on real-world risky behaviors remain inconclusive.

Individual traits, such as baseline aggression levels, and the context in which games are played may play roles in mediating these effects, indicating that aggression-related outcomes of video games are influenced by personal and environmental factors.

Key Insight: While violent video games may increase aggression in specific contexts, their real-world impact on risky behavior is inconclusive and likely influenced by individual traits and gaming environments.

6.4. Effect of video Game on Healthy Behaviour

Health-focused games demonstrate potential for promoting various positive behaviors in adolescents. The game PlayForward, for example, improved sexual health knowledge and attitudes among participants, particularly younger boys, although it did not influence behavior change in delaying sexual initiation (Fiellin et al., 2017). Another study found that active video gaming using Xbox Kinect increased physical activity enjoyment levels for young cystic fibrosis patients, despite not consistently reaching target heart rates (Salonini et al., 2015). In virtual gardening interventions, participants reported improved self-efficacy in cooking and eating fruits and vegetables, showcasing the potential for virtual environments to support healthy behaviors (Bell et al., 2018).

These studies suggest that video games promoting health can positively influence adolescents' health knowledge, engagement in physical activity, and dietary self-efficacy. Enjoyable game experiences appear essential for maintaining engagement and promoting behavior change.

Key Insight: Health-oriented video games can effectively encourage positive health behaviors, with high engagement and enjoyment levels being crucial for sustained impact.

7. Conclusion

This review demonstrates that video games impact adolescent behavior across multiple domains, with effects influenced by game type, demographic factors, and individual engagement levels. Health-oriented games show promise in promoting positive behaviors, particularly in areas like diet, physical activity, and mental health, especially when they incorporate enjoyable and engaging elements tailored to the target age group. Therapeutic games such as Mindlight and Dojo are particularly effective in managing anxiety, providing evidence that games designed with specific mental health objectives can serve as useful tools in adolescent intervention.

In contrast, violent games present mixed results on aggression and risky behaviors, with some studies showing increased aggressive tendencies in controlled environments but limited evidence of long-term real-world impact. This complexity suggests that individual differences—such as personality traits and previous exposure to aggression—play a crucial role in shaping outcomes, emphasizing that the broader context and gaming environment are pivotal in determining effects.

Future interventions should prioritize demographic sensitivity, as age, gender, and cultural background influence how adolescents respond to gaming. Additionally, longitudinal studies are needed to assess the sustainability of these behaviors over time, particularly for health-promoting games, to understand if positive changes endure without continuous intervention.

Ultimately, this review underscores the potential of video games as impactful tools for behavior change in adolescents, particularly when combined with family involvement and tailored to individual needs. Policymakers, educators, and mental health professionals should consider these insights when designing or recommending video game-based interventions to maximize positive outcomes and mitigate risks associated with gaming.

Implication of the Study

Altogether in this review significant potential of targeted interventions in promoting healthier behaviors, particularly among children and adolescents. The use of interactive tools, such as video games and apps, demonstrates a notable increase in engagement and positive behavioral outcomes, with high participation rates indicating that incorporating enjoyable elements can enhance adherence and effectiveness. Moreover, the varying levels of parental involvement highlight the importance of including parents in these programs to reinforce healthy behaviors at home. Initial dietary preferences, self-efficacy, and social factors are crucial in shaping intervention success, suggesting that tailoring strategies to account for these characteristics can lead to more effective outcomes. While many studies reported immediate positive changes, concerns about the long-term sustainability of these behaviors emerge, indicating a need for continuous support and periodic assessments. Clear, comprehensible messaging regarding caloric content can influence purchasing behavior, empowering young audiences to make informed dietary choices. Additionally, interventions addressing emotional eating and maladaptive thoughts related to eating have shown promise, indicating that psychological support integrated with nutritional education can enhance effectiveness. Given the diverse demographics of participants, it is essential for interventions to be culturally sensitive and adaptable to various ethnic backgrounds and societal norms, improving engagement across different population segments. In conclusion, these studies emphasize the importance of employing interactive methods to foster healthy behaviors, highlighting the need for tailored interventions that include parental involvement and psychological support. While immediate improvements in behaviors were noted, further research is warranted to assess the long-term sustainability of these changes, guiding policymakers, educators, and health professionals in designing effective health promotion programs that aim for lasting impacts on public health.

Direction for Future Researches

Future research should focus on several key areas based on these findings. Longitudinal studies are needed to assess the long-term sustainability of behavior changes resulting from interventions, particularly those involving interactive elements like video games. Additionally, exploring the impact of demographic factors on intervention effectiveness can provide insights into cultural and socioeconomic influences. Investigating parental involvement's role in reinforcing healthy habits would also be beneficial. Mixed methods approaches could enrich understanding by combining quantitative and qualitative data on participant experiences. Furthermore, integrating psychological support into nutritional education programs may help address emotional eating. Lastly, more comprehensive studies on the effects of violent video games should consider individual traits such as aggression to clarify their influence on behavior. These directions can enhance strategies for promoting healthier lifestyles among youth.

ACKNOWLEDGMENT

This task was completed as part of the author's postgraduate program in Nursing (Paediatric Nursing) at the All India Institute of Medical Sciences in Bhopal. I am grateful to the Institute, Nursing College, Faculty of Nursing College, AIIMS, Bhopal, my research Guide (Dr. Mamta Verma), and Co-Guide (Mr. Kumarasamy A.P.) for their amazing assistance and direction during the completion of this work. I'd also like to thank my peers, family, and friends, as well as everyone else who aided me, whether deliberately or unknowingly.

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Published with license by Science and Education Publishing, Copyright © 2024 Abhinav Katara, Dr. Mamta Verma and Mr. Kumarasamy AP

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Abhinav Katara, Dr. Mamta Verma, Mr. Kumarasamy AP. The Effect of Video Game on Behavior of Adolescents. American Journal of Nursing Research. Vol. 12, No. 3, 2024, pp 42-49. https://pubs.sciepub.com/ajnr/12/3/1
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Katara, Abhinav, Dr. Mamta Verma, and Mr. Kumarasamy AP. "The Effect of Video Game on Behavior of Adolescents." American Journal of Nursing Research 12.3 (2024): 42-49.
APA Style
Katara, A. , Verma, D. M. , & AP, M. K. (2024). The Effect of Video Game on Behavior of Adolescents. American Journal of Nursing Research, 12(3), 42-49.
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Katara, Abhinav, Dr. Mamta Verma, and Mr. Kumarasamy AP. "The Effect of Video Game on Behavior of Adolescents." American Journal of Nursing Research 12, no. 3 (2024): 42-49.
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