THE IMPACT OF BOARD GAMES ON THE MENTAL AND SOCIAL HEALTH OF STUDENT-ATHLETES IN TERTIARY INSTITUTIONS
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CHAPTER ONE
INTRODUCTION
Background to the Study
The delightful hobby of playing board games is not a modern invention. Perhaps the earliest games were created in prehistoric times, when gaming tools would have been made of wood or bone (Stephey, 2008). It is impossible to conclude which is the oldest game in the world, but discoveries made at archaeological sites in Turkey, Syria, and Iraq have unearthed an ancient game that is still a mystery for archaeologists. It seems that games quickly became a very attractive source of entertainment, a valuable diplomatic gift, and a portrayal of wealth (Stephey, 2008).
Board games have evolved as many people’s preferred leisure-time activity. Whether a friendly game of Scrabble between a father and his son, a game of chess between two colleagues to relax after a hectic day at work, or perhaps a game of monopoly played by a set of friends to recreate on a weekend. There is a diverse number of board games, which makes it possible for the different players to choose according to their different personalities and abilities – Chess, Scrabble, Go, Monopoly, Lonify, Clabbers, Snakes and Ladders etc.
From the ancient times when the development of board games began, they have grown so much in popularity that there is hardly a home that does not possess at least one board game (Beevers, 2016). The playing of board games go beyond homes, they are played in offices, airports, resort centres, and even medical centres. Nowadays, elite schools now employ coaches to train their students, especially on Scrabble and Chess (Akinfemisoye, 2014).
Board games have become organized into official competitive activities with official rules; state, national, continental and world governing federations. In Nigeria for instance, Scrabble and Chess are governed by the Nigeria Scrabble Federation and the Nigeria Chess Federation respectively. Different players of board games have different reasons for playing, which are as varied as the kinds of players that play. Some reasons given by research are: relaxation purposes, for mental exercise and challenge, to relieve boredom, to fraternize with other players, to meet people of like minds, to test one’s skills and abilities and to travel to different countries (Fatsis, 2006; Kennedy, 2017). These reasons exhibit the mental and social perspectives of board games participation.
Mental and social health are an integral part of overall well-being. Williams (2006) averred that mental and social health are mutually sustaining. A high level of mental health promotes social health and vice-versa. Mental and social health have been regarded as the most significant contributors to happiness and personal fulfillment (Santrock, 2004). Many individuals face mental and social health issues which they try to ameliorate, solve, or cope with. Playinmg board games has been found to be a common way people cope with occupational stress, worries arising from interpersonal conflict, academic stress, family problems and emotional pain (Santrock, 2004). Board games engage the mind in an edifying and enjoyable manner, helping the individual to shut out emotional stress and to relax (Beevers, 2016). Most board games are mentally challenging in nature while some involve an element of luck and unpredictability which creates variability and makes them interesting.
Board games have been found to relieve psychological problems such as neurosis and depression. Other benefits of board games include: the development of cognitive skills, improvement of addition and mathematical skills, having family, friends, colleagues, classmates and others spend quality time together. Playing board games helps families to foster communication, competitiveness and confidence among relatives. As for schools, Scrabble provides a way for students and teachers to expand their repertoire. It is also a fun way for students to learn words for their English language classes in particular. Chess promotes brain growth, raises IQ, helps prevent Alzheimer’s, sparks creativity, improves problem-solving skills, improves reading skills, optimizes memory improvement, improves recovery from stroke or disability.
Board games have become an integtral part of daily life for many people who have realized their numerous benefits. It is believed that this study would reveal even more of the gains of board games participation especially how it promotes mental and social health.
Statement of the Problem
Students, like every other individual, face problems, of a mental; and social nature, arising from different angles of their lives. For students in tertiary institutions, the major source of stress could be academic in nature. It could also be interpersonal, arising as a result of relationship stress.
Some of these students have found succor in the world of board games. Students can be seen in their hostels and at the sports centres of University of Lagos and Yaba College of Technology, slugging it out over a game of Chess or Scrabble. It is for such students that this study is being carried out.
The problem of this study is to assess how students who play board games use it to manage the mental and social aspects of their lives. How these games help them to cope and get by
Purpose of the study
The main purpose of this study is to assess the impact of board games on the mental and social health of student-athletes in tertiary institutions. Specifically, this study aims to:
- Identify the impact of board games on mental stress relief among students-athletes in tertiary institutions
- Examine the impact of board games on creative energy release among students-athletes in tertiary institutions
- Assess the impact of board games on the social skills of students-athletes in tertiary institutions
- Ascertain the recreational value of board games among students-athletes in tertiary institutions
Research Questions
The following research questions would be answered in the course of this study:
- What is the impact of board games on mental stress relief among students-athletes in tertiary institutions
- What is the impact of board games on creative energy release among students-athletes in tertiary institutions?
- What is the impact of board games on the social skills of students-athletes in tertiary institutions?
- What is the recreational value of board games among students-athletes in tertiary institutions?
Research Hypotheses
The following hypotheses were formulated to guide this study:
- There is no significant impact of board games on mental stress relief among students-athletes in tertiary institutions
- There is no significant impact of board games on creative energy release among students-athletes in tertiary institutions
- There is no significant impact of board games on the social skills of students-athletes in tertiary institutions
- Board games do not have significant recreational value among students-athletes in tertiary institutions
Significance of the Study
This study would be a source of crucial information on the contribution of board games to mental and social health, how to use board games to relax, recreate, build relationships and build the community.
This study would also be of value to physical education teachers and schools in knowing the contribution of board games to mental and social development of children and in knowng which board game to adopt for specific purposes.
This study would also introduce the different board games to students who are yet to discover them but who otherwise have the potential to perform well in them.
Scope of the Study
This scope of this study covered the following:
- The impact of board games on the mental and social health of student-athletes in tertiary institutions
- Student-athletes in University of Lagos and Yaba College of Technology
- The descriptive survey research design.
- 100 participants.
The scope of this study is delimited the impact of board games on the mental and social health of student-athletes in tertiary institutions. It covers student-athletes in University of Lagos and Yaba College of Technology.
Operational Definition of Terms
Board Game: A game traditionally played with a board and pieces such as alphabets, icons, symbols etc.
Recreation: An activity done for enjoyment when one is not working
Leisure: Use of free time for enjoyment
Entertainment: the action of providing or being provided with amusement or enjoyment.
Mental Health: The Presence or absence of depression, anxiety, excessive stress, worry, addictions, and other psychological problems.
Social Health: The ability to adapt to different social settings, relate with different people effectively, sustain relationships and form new ones.
Depression: A common and serious medical illness that negatively affects how one feels, think and act. Depression causes feelings of sadness and/or a loss of interest in activities once enjoyed.
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