Nursing Implications/Conclusion

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Nursing Implications/Conclusion Evaluation of Video Games on Adolescent Health Benjamin Yohannan Research Advisor: Dr. Young Me Lee Background Methods Results Increased use of electronics have changed the way people learn and communicate. In 2014, the video game industry accumulated a profit over $60 billion in the United States. Video games have been used as a source of entrainment among children and adolescents. 97% of adolescents and children have played video games at least for one hour per day in the United States. Although the use of video games has increased over the years, it has been primarily focused on its negative impact. An integrative literature review was used to answer the research questions from the following databases: Academic Search Complete, CINAHL, ProQuest Nursing Allied Health Source and PsycInfo. Keywords used included: Video games, computer games, electronic games, internet games, adolescents, teenagers, youth, mental health, mental disorders, depression, aggression, therapy, treatment, intervention, positive effects, and cognitive effects Articles had adolescents (age 10 to 19) as the target population. Negative and positive effects as well as recommendations to improve video game usage were noted from the literature. Negative effects Violent video game play can influence an individual’s level of direct aggression by promoting aggressive beliefs and attitudes. In one study those who played video games over six hours had an increased risk in depression from the ASD-K depression scale. Higher levels of anxiety were reported with adolescents when using State-Trait Anxiety and Beck Anxiety Inventory scales. Positive effects Playing strategic (non-violent) video games showed higher self reported problem solving skills and those students had better academic grades overall. Higher scores of creativity were shown on the Torrance Test of Creativity, regardless of the type of video game being played. Interactive games devices improved physical health traits such as motor coordination, postural control, and upper extremity motor functions. Suggestions for improvement Reduce time spent playing video games by setting bedtimes but recommend to not stop abruptly. Parental guidance & support can help by placing consoles in family rooms instead of a child’s bedroom. Conceptual Framework Purpose Nola Pender’s Health Promotion model encompasses the biopsychosocial processes that allow individuals to engage in health behaviors that are directed towards the enhancement of health. Behavioral outcomes like activity related affect entails that positive or negative feelings can occur following a behavior based on the stimulus property. Use current research in determining whether or not video games are favorable in adolescent’s health. What appropriate recommendations can be provided to determine how to make the video games more beneficial. Research Questions Nursing Implications/Conclusion What are the health benefits and risks of using video games for adolescent’s health? How can video games be used to positively impact adolescent’s health? Fig 1: Application of the Health Promotion model Video games can be used as interventions and be known as a potential solution to patient care problems. Nurses and healthcare providers can benefit by being aware of these solutions as the use of technology will continue to advance. Further research is needed to provide additional support in using video games as nursing interventions. Limitations Small sample size. Specific group of adolescents were analyzed on some studies so results may not represent general target population.