Nursing Children and Young People

  1. The rationale of choosing group between 6-12 years

The selected age group is of 6 – 12 years of age because this is the developmental period of children and this is the age when a child gets involved in different gaming options. The middle childhood age reflects wide and strong concerns about the children getting involved in digital games and applications before and after this period. The subsequent and concurrent influences of gaming use the children’s socio-emotional and cognitive functioning in the stages of development. Media is having a great impact on the children and adolescents, so this group was chosen to promote physical gaming (Turel, Romashkin & Morrison et al., 2017).

  1. The age group that I chose in pamphlets is 6 – 12 years and the reason behind choosing this age group is to evolve the children in physical gaming options for cognitive, emotional, and physical development. The students are getting more and more involved in media games such as gaming on laptops, personal computers, and mobile phones. However, by the different psychologists, the studies have been proven that physical gaming more beneficial than online gaming for neurological development as well as reducing the disease burden in early childhood as obesity, myopia, nearsightedness, and neurological disorders (Zhang, Moore & Gu et al., 2016).
  2. The pamphlet that has been made by me will be an important means of marketing that could be chosen to easily contact with the customers. This will gather the attraction of children as well as parents by introducing with them the benefits and scope of physical gaming. The complete product description, corporate information, event promotions, and guide to the way are introduced in the pamphlet. Especially the dangers, risks, resources, and benefits have been covered in the pamphlet so that everyone can get complete information on the emerging and beneficial trend of gaming. Hence, this is the best form of marketing that is preferred by me to introduce the concept with elaboration (Hammami, Harrabi & Mohr et al., 2020).
  3. The pamphlet will make a potential difference in gaming by developing the behavior to involve more in physical gaming than online gaming. This will have implications in developing skills in engineering, mathematics, technology, science, and other skills by getting involved in puzzles and role-playing games. The shooter game allows the children to learn about dimensions and concentration towards your aim. Thus, the creativity of students will be enhanced by getting participated in various games. Moreover, the feeling of collaboration and communication will be built while playing with extensive masses (Bleakley, Charles & Porter-Armstrong et al., 2015).
  4. The decisions that were taken in developing the pamphlet are:

Color selection: Soothing color background will give an appealing effect, the red color is chosen to present dangers of online gaming, Introduction in green to reflect go with flow idea. The colors have been chosen based on the properties of each color.

Background watermark is given so that the picture could reflect on every page and gives us an idea about the topic.

The font size is chosen Times New Roman 9 so that it can have a readability of the children as well as parents (Paulus, Ohmann & Von. et al., 2018).

References for Importance of Active Play and The Dangers of Online/ Digital Gaming

Bleakley, C. M., Charles, D., Porter-Armstrong, A., McNeill, M. D., McDonough, S. M., & McCormack, B. (2015). Gaming for health: A systematic review of the physical and cognitive effects of interactive computer games in older adults. Journal of Applied Gerontology, 34(3), NP166-NP189. https://doi.org/10.1177%2F0733464812470747

Hammami, A., Harrabi, B., Mohr, M., & Krustrup, P. (2020). Physical activity and coronavirus disease 2019 (COVID-19): Specific recommendations for home-based physical training. Managing Sport and Leisure, 1-6. https://doi.org/10.1080/23750472.2020.1757494

Paulus, F. W., Ohmann, S., Von Gontard, A., & Popow, C. (2018). Internet gaming disorder in children and adolescents: A systematic review. Developmental Medicine & Child Neurology, 60(7), 645-659. https://doi.org/10.1111/dmcn.13754

Turel, O., Romashkin, A., & Morrison, K. M. (2017). A model linking video gaming, sleep quality, sweet drinks consumption, and obesity among children and youth. Clinical Obesity, 7(4), 191-198. https://doi.org/10.1111/cob.12191

Zhang, T., Moore, W., Gu, X., Chu, T. L., & Gao, Z. (2016). Promoting Children's Physical Activity in Physical Education: The Role of Active Video Gaming. JTRM in Kinesiology. https://eric.ed.gov/?id=EJ1088275.

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