Introduction
A video game is an emblem of physical education despite its unique aspect of limiting temporal movement but optimizing cognitive functions. Researchers establish that university students from the adolescent stage engage in dynamic activities with a significantly higher adventurous and entertainment index (Zurita-Ortega et al. 2). The study provides in-depth analysis regarding the impact of video games on participants’ health index.
Further, Zurita-Ortega et al. aim to affirm that the sedentary state while playing video games poses a significant impact on natural well-being due to the lack of exercise in the body (2). In this case, the scholars investigate the effect on teenagers and middle-aged men and women to establish the distinction between the reactionary perspective. It is essential to determine the key variables that attribute to the effect of video gaming among the players despite the age group.
Main body
Video gaming is a bilateral phenomenon that involves both active and sedentary playing fields. The hypothesis in the article engulfs determining the effect of video gaming on the increase in lean and fat mass, men showing more adverse effects than women, and the positive impact of the intervention program (Zurita-Ortega et al. 3). Further, the researchers utilize longitudinal and qualitative analysis for the derivation of in-depth results. The active state of engagement improves the cognitive and physical functionality of the human body.
During the data collection process, the scholars fail to recruit the participants and exploit the observatory approach for unbiased details. As a result, there are missing insights on the consequences among the working class personnel and parents. Video gaming is an initiative that proficiently contributes to improving well-being among adolescents with minimal exposure to dangerous elements caused by its indoor factor. Exergames foster the solution to the debate regarding the negative effect of video games on players, especially physical health.
Video games have a significant adverse effect on individuals’ physical health due to the sedentary condition during entertainment with minimal supervision despite the emergence of exergames. The research study by Zurita-Ortega et al. depicts that video gaming is a form of entertainment that causes sleeping disorders due to the longer time spent on the screen affecting visual processing (2). It is vital that relevant stakeholders implement strategies that foster an elevation in exergame entertainment over passive video game platforms.
One of the major arguments regarding video games’ impact on individual physical health enshrines the relativity of sleeping disorders. According to Zurita-Ortega et al., computer games highly affect the players’ cognitive, behavioral, and emotional frameworks (4). The authors further establish that the primary factor that enhances the brain’s function and performance is sleep quality. Adequate sleep quality contributes to the improvement in memory retention and attention under various spectral views.
However, exposure to video games showed a significant value by causing a reduction in the total time taken for quality sleep among the players. As a result, a significant percentage of the personnel experienced fatigue while engaging in different activities and poor performance in the duties and responsibilities. Primarily, video games contribute to sleeping disorders among the players that trickle down to a poor physical health index.
Video games highly affect the self-esteem of players due to limited time for social interactions. The assessment by Zurita-Ortega et al. establishes that exergames isolate individuals from exposure to social life (3). A significant percentage of the age group affected includes teenagers. During adolescence, a person experiences dynamic transformation hence the prominence to socially interact to understand the integral effect of the phenomenal changes.
The authors focus on the attributable essence of intervention programs enhancing the active state among video game players. The compromise from social interactions reduces the resilience during decision-making in handling challenges. Essentially, video gamers experience intense social isolation that eventually impacts their self-esteem and solidity regarding the distinct social-based problems.
Video games profoundly contribute to entertainment among individuals while fostering a proficient impact on the brain and cognitive plasticity. Research by Zurita-Ortega et al. postulates that exposure to video games within a short period showed significant improvement in cognitive and brain functions. The authors indicate that the exergames prominently contribute to the training of the brain based on retention, proactive, and reactive frameworks.
In a different aspect, overexposure risks dependence among the personnel. Addiction negatively affects the living quotient since it enslaves an individual within the mainframe of the practice. As a result, players compromise sleeping time for video games and quality time for other activities influencing personal growth and development. Apart from outweighing the sleeping pattern, the video game player considers an extension of the entertainment period hence the increased consumption of convenience foods while adopting the sedentary lifestyle.
Conclusion
In conclusion, video gaming is a practice that is rampant in society since integral entertainment is based on dynamism. The adoption of the habit and dependence among the personalities highly affects the economic productivity due to the compromise of time. Apart from spending an abundance of time playing video games, the counterparts contribute to the overwhelming economic development cause of the limited attention to the production process. The exergames offer an opportunity for the university students for brain and cognitive plasticity but in a regulative manner to avoid addiction among the players.
The development of advocacy programs and advertisements involving the mentorship of adolescents and campus students on video games profoundly contributes to alleviating the major problem facing the community regarding socio-cultural and economic performance outliers. The research methodology enhances the optimal collection of insights while alleviating bias advances during the exercise.
Work Cited
Zurita-Ortega, F., Chacón-Cuberos, R., Castro-Sánchez, M., Gutiérrez-Vela, F. L., & González-Valero, G. (2018). Effect of an intervention program based on active video games and motor games on health indicators in university students: A pilot study. International Journal of Environmental Research and Public Health, 15(7), 1329. Web.