Effect Of Physical Games And Electronic Games On Health And Growth
DOI:
https://doi.org/10.47750/pnr.2023.14.02.441Abstract
Background: College students are a significant human asset in any nation and their wellbeing is connected with the fate of their country. On account of their vitality in the future of the country, need of the hour is to guide them to engage in the activities useful for their health and growth. Objectives: This study was conducted with two objectives: 1) to identify effect of physical games (PG) and electronic games (EG) upon hea1th of the college students and 2) and growth of the college students. Methodology: The study employed the quantitative approach with cross-sectional research design in which 130 college students took part. Data were collected over a period of one month from male colleges of Abbott Abad city. Results: Themean age of the participants was (M=17, SD=0.75), mean height (M=162, SD=1.44), and mean weight (M=53, SD=3.15). There were 19.2% participants who were playing Basketball, 16.9% were playing Volleyball, 16.9% were playing Table Tennis, 8.5% were playing Badminton, and 38.5% were playing electronic game Need for Speed. A significant difference was found between health related variables of those participants who were involved in PG and those who were playing EG including weight, stress reduction, fitness, and well-being (p= .000 <0.05). Similarly, a significant difference was found between growth related variables of those participants who were involved in PG and those who were playing EG including productivity, ambitious, competent, and self-esteem (p= .000 <0.05). Conclusion: The study concluded that the students involved in physical activity were healthier and scored higher on growth related variables as compared to those who were playing electronic games. Thus, there is a need to encourage college students to take part in PG and other active physical activities and exercises more frequently to reduce inactivity from life.