Virtual Game Vs Physical Game
Virtual Game Vs Physical Game
Virtual Game Vs Physical Game
Abstract—Today boys and girls are addicted to virtual sports those who participate primarily in physical sports.A more in-
leaving physical sports, the main purpose of this paper is the depth grasp of the socioeconomic elements that influence these
difference between virtual games and physical games and the outcomes.
reasons for virtual games addiction, what percentage of boys and
girls are now addicted to virtual games and what percentage are ”eSports and Physical Sports: Exploring the Motivations
addicted to physical games and the benefits of virtual and physical and Experiences of Youth in Online Competitions”Dr. Michael
games And disadvantages will be highlighted. So we collected Roberts Qualitative interviews and surveys.To explore the
some data and we predicted some results using 6 algorithms motives and experiences of young people participating in
using machine learning, LogisticRegression and SVC got 100 eSports and traditional physical sports, with a focus on social
percent accuracy, DecisionTreeClassifier, RandomForestClassifier
and GaussianNB got 75 percent accuracy and KNeighborsClas- and psychological factors. A larger cultural and geographical
sifier got 87 percent accuracy. context for a more comprehensive examination.
”Gamification of Physical Activity: A Comparative Study of
I. I NTRODUCTION Virtual and Real-World Incentive Systems” Dr. Sarah Johnson
Experiment with gamified interventions and surveys. To eval-
Nowadays boys and girls are turning towards virtual games. uate the effectiveness of gamification in promoting physical
It can be seen that from small children to adult boys and girls activity in both virtual and physical sports situations. An in-
are now leaning towards virtual games. The reason for this depth evaluation of the long-term sustainability of gamified
is that they are getting mobile phones in their hands from a therapies.
young age. Because of virtual games, no one wants to play any ”Virtual Gaming Addiction and Its Influence on Physical
physical game in the field anymore. Phone or PC is available Sports Engagement: A Mixed-Methods Approach” Dr. John
with great games like PUBG for mobile, Free Fire, COC, Call Williams Questionnaires, diagnostic instruments, and qualita-
of Duty and more addictive games like Grand Theft Auto tive interviews. To investigate the relationship between virtual
V, The Witcher 3: Wild Hunt, Apex Legend, Dishonored 2 gaming addiction and the fall in physical sports participation,
for PC. All addictive games like this. They spend their time with an emphasis on the underlying issues. Comprehensive
playing these games. Due to which many boys and girls are research on prevention and intervention measures.
becoming less addicted to physical games. These games are ”Virtual Sports Simulators in Education: Enhancing Skills
also called A-Support. And the joker reason behind virtual and Knowledge in Virtual and Physical Sports” Dr. Maria
games is that they can play at home or in bed without going Martinez Educational simulations and assessments using vir-
anywhere and not wasting body energy. So we researched tual sports simulators. To assess the educational potential of
virtual games and physical games using machine learning virtual sports simulators in developing virtual gaming abilities
research. Through this we can learn many things. Predictions as well as practical sports knowledge. Assessments of real-
or decisions are taken through machine learning. This paper world applicability in educational settings. ”Parental Guidance
will help us to increase our knowledge. And through this in Balancing Virtual Gaming and Physical Sports for Children:
research, we can know how much the children of today are An Exploratory Study” Dr. James Turner Parental surveys
at risk with this virtual game. We can always learn and know and interviews. To learn how parents view and maintain
two things here and we can warn how much boys and girls the balance between virtual gaming and physical sports for
are inclined towards virtual games and pros and cons and pros their children. In-depth insights into cultural and generational
and cons of physical games. disparities in parenting practices.
”Exergaming and Physical Activity Promotion in Adoles-
II. LITERATURE REVIEW cents: A Comparative Analysis” Dr. Laura Clark Controlled
experiments comparing physical activity during exergaming
”Virtual Sports vs. Physical Sports: A Comparative Analysis and traditional gaming. To evaluate the effectiveness of ex-
of Adolescent Health Outcomes”Dr. Emily Anderson Longi- ergaming in promoting physical activity among adolescents.
tudinal study using health assessments and questionnaires.To Comprehensive long-term health effect assessments.
evaluate the long-term physical and mental health results ”Peer Influence and the Choice Between Virtual Gaming
of adolescents who participate primarily in virtual sports vs and Physical Sports Among Teens: A Social Network Anal-
ysis” Dr. Robert Harris Surveys, social network analysis, and
interviews. To investigate the effect of peer groups and social
dynamics in developing adolescent preferences for virtual
gaming or physical sports. A global perspective that takes into
account cross-cultural differences in peer effects.
”Emerging Trends: Virtual Sports Leagues and Their Soci-
etal Implications” Dr. Jennifer Lee Analysis of content from
virtual sports leagues, questionnaires, and participant inter-
views. To investigate the rise and influence of virtual sports
• The logistic function starts near 0 for very negative values
leagues (eSports) on traditional sports participation among
of the linear combination, then gradually increases and
young adults. A thorough examination of the economic and
approaches 1 as the linear combination becomes positive.
cultural implications.
”The Technology and Screen Time Paradox: Analyzing Its It has an S-shaped curve.
Effects on Physical Activity Patterns Among the New Gen- The logistic function is characterized by its S-shaped curve,
eration” Dr. William Brown Longitudinal research, question- which makes it suitable for modeling probabilities in binary
naires, and screen time monitoring. To investigate the broader classification problems. The threshold for classification (e.g.,
effects of technology and screen time, including virtual gam- deciding whether an observation belongs to the positive class
ing, on juvenile physical activity and sedentary behavior. or not) is typically set at 0.5, but it can be adjusted based
Strategies for reducing negative impacts and fostering balanced on the specific problem and trade-offs between precision and
screen time. recall.
where,
100 percent. The confusion matrix and class-specific metrics
• x is the value of the variable.
provide a thorough evaluation of its prediction ability. These
• The distribution mean is represented by .
results are essential for successfully identifying and handling
• The variance of the distribution is represented by 2 2.
the problem Figure-3 Shows the confusion matrix and The
V. EXPERIMENTAL ANALYSIS table shows the classification report.
In identifying Virtual game and Physical game addiction,
our data shows that the Logistic Regression approach had
an accuracy of 100 percent. The confusion matrix and class-
specific metrics provide a thorough evaluation of its prediction
ability. These results are essential for successfully identifying
and handling the problem Figure-1 Shows the confusion
matrix and The table shows the classification report.
VI. C ONCLUSION
Games, both real and virtual, are distinct but complementary
forms of entertainment, each having benefits and pleasures