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).
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).
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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