Impact of Video Games on Players’ Decision-Making Power: A Study of Rawalpindi, Pakistan
DOI:
https://doi.org/10.62843/jssr.v5i1.451Keywords:
Video Games, Decision Making Power, LearningAbstract
In the modern era where video games emerge in the modern technologies, the problem is that many people think that video games have only negative impact on players but the fact is that video gaming has increased the cognitive abilities of the players. The aim of the study is to prove whether video games can really enhance the cognitive abilities or decision-making power of the players. This study is based on quantitative research (survey) designed to examine the impact of video games on player’s decision-making power. For this study selected youngsters from the general public age (16-30). The result of this study proves that video gaming has increased the cognitive abilities of the payers in cognitive abilities including multitasking skills problem-solving abilities, critical thinking abilities, collaborative abilities, fast decision speed, etc. Video games are a big source for the betterment of our cognitive functions. In this era, we see many kinds of entertainment, but video gaming not only provides entertainment video games They enhance multitasking skills, brain functions, problem-solving abilities, critical thinking abilities, collaborative abilities, and goal orientation.
References
Atreya, S. (2022). The impact of video games on cognitive development. Neuroquantology, 20(5), 5338-5343. https://doi.org/10.48047/nq.2022.20.5.nq22816
Bano, S. A., Zaheer, L., Hameed, N., & Hussain, J. S. (2024). Influence of online gaming on behavior of gamers in Pakistan. Sustainable Business and Society in Emerging Economies, 6(1), 19–28. https://doi.org/10.26710/sbsee.v5i4.2897
Barr, M., & Copeland-Stewart, A. (2022). Playing video games during the COVID-19 pandemic and effects on players’ well-being. Games and Culture, 17(1), 122–139. https://doi.org/10.1177/15554120211017036
Chandra, S., Sharma, G., Salam, A. A., Jha, D., & Mittal, A. P. (2016). Playing action video games a key to cognitive enhancement. Procedia Computer Science, 84, 115–122. https://doi.org/10.1016/j.procs.2016.04.074
Creswell, J. W. (2009). Research design: Qualitative, quantitative, and mixed methods approaches (3rd ed.). Sage Publications, Inc.
Creswell, J. W. (2014). Research Design: Qualitative, Quantitative and Mixed Methods Approaches. Sage.
Creswell, J. W., & Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). Sage Publications.
Fowler, F. J. (2014). Survey research methods (5th ed.). Sage Publications.
Gabrito, R. C., Ibañez Jr, R. Y., & Velza, J. F. P. (2023). Impact of online gaming on the academic performance of DEBESMSCAT-Cawayan campus students. Scientific Journal of Informatics, 10(4), 423-434. https://journal.unnes.ac.id/nju/index.php/sji/article/view/45007
Hisam, A., Mashhadi, S. F., Faheem, M., Sohail, M., Ikhlaq, B., & Iqbal, I. (2018). Does playing video games effect cognitive abilities in Pakistani children? Pakistan Journal of Medical Sciences Quarterly, 34(6). https://doi.org/10.12669/pjms.346.15532
Khalid, T., Batool, S. H., Khalid, A., Saeed, H., & Zaidi, S. W. H. (2019). Pakistani students’ perceptions about their learning experience through video games: A qualitative case study. Library Hi Tech, 38(3), 493–503. https://doi.org/10.1108/lht-03-2019-0068
Kumar, A., Feng, T. M., Mariappan, D. L. (2023). Investigating impact of playing video games towards student. International journal of research publication and reviews, 4(10), 251-257. https://doi.org/10.1371/journal.pone.0058546
Li, F., Zhang, D., Wu, S., Zhou, R., Dong, C., & Zhang, J. (2023). Positive effects of online games on the growth of college students: A qualitative study from China. Frontiers in psychology, 14, 1008211. https://doi.org/10.3389/fpsyg.2023.1008211
Martinez, L., Gimenes, M., & Lambert, E. (2023). Video games and board games: Effects of playing practice on cognition. PloS One, 18(3), e0283654. https://doi.org/10.1371/journal.pone.0283654
Naeem, E., Nazir, A., Bibi, M., & Khalid, K. (2024). Relationship of Online Gaming with Self Control, Problem Solving and Social Zapping in Young Adult Gamers. Online Media and Society, 5(2), 26-41. https://doi.org/10.71016/oms/jhmvs123
Oei, A. C., Patterson, M. D. (2013). Enhancing cognition with video games ,a multiple game training study, Plos One ,8(3). https://doi.org/10.1371/journal.pone.0058546
Oscarido, J., Siswanto, Z. A., Maleke, D. A., & Gunawan, A. A. S. (2023). The impact of competitive FPS video games on human’s decision-making skills. Procedia Computer Science, 216, 539–546. https://doi.org/10.1016/j.procs.2022.12.167
Pitic, A. E., & Pitic, A. A. E. (2022). The positive effects of video games on the human mind. International Journal of Advanced Statistics and IT&C for Economics and Life Sciences, 12(2), 24–31. https://doi.org/10.2478/ijasitels-2022-0004
Ryan, R., & Deci, E. (1985). Basic Psychological Needs in Motivation, Development, and Wellness New York: Guilford Press.
Toufik, G. M., & Hanane, S. (2021). Investigating the potential of online video games in enhancing EFL learners’ communication skills. Universal Journal of Educational Research, 9(2), 292–298. https://doi.org/10.13189/ujer.2021.090205
Välimäki, M., Yang, M., Lam, Y. T. J., Lantta, T., Palva, M., Palva, S., Yee, B., Yip, S. H., Yu, K.-S. D., Chang, H. C. C., Cheng, P. Y. I., & Bressington, D. (2021). The impact of video gaming on cognitive functioning of people with schizophrenia (GAME-S): study protocol of a randomised controlled trial. BMC Psychiatry, 21(1), 46. https://doi.org/10.1186/s12888-020-03031-y
Winaldo, M. D., & Oktaviani, L. (2022). Influence of video games on the acquisition of the English language. Journal of English Language Teaching and Learning, 3(2), 21–26. https://doi.org/10.33365/jeltl.v3i2.1953
Zioga, T., Ferentinos, A., Konsolaki, E., Nega, C., & Kourtesis, P. (2024). Video game skills across diverse genres and cognitive functioning in early adulthood: Verbal and visuospatial short-term and working memory, hand-eye coordination, and empathy. Behavioral Sciences, 14(10). https://doi.org/10.3390/bs14100874
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Copyright in the Journal of Social Sciences Review is retained by the author(s). Authors also grant any third party the right to use the article freely as long as its integrity is maintained and its original authors, citation details and publisher are identified.

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
SSR's Editorial Board shares the vision of providing free access to information, education, and science for everyone, thus promoting its content through an OPEN ACCESS POLICY, fulfilling the DOAJ definition of open access. The JSSR adheres to an Open Access and Copyright Licensing Policy based on the belief that making research freely accessible to the public promotes greater global knowledge sharing.
The JSSR uses the Creative Commons Attribution-NonCommercial 4.0 International License. The authors who apply and publish in JSSR consent to abide by the copyright policy set out in the Creative Commons 4.0 license (Attribution-NonCommercial 4.0 International license).
- Copyright in the Journal of Social Sciences Review is retained by the author(s).
- Authors also grant any third party the right to use the article freely as long as its integrity is maintained and its original authors, citation details and publisher are identified.
While "By 'open access' to this literature, we mean its free availability on the public internet, permitting any users to read, download, copy, distribute, print, search, or link to the full texts of these articles, crawl them for indexing, pass them as data to software, or use them for any other lawful purpose, without financial, legal, or technical barriers other than those inseparable from gaining access to the internet itself."
