This is my dissertation:








Name: Muhammad Ahmed
Student ID: ST20201383
Module Title: Development Project
Module Code: CIS6035
Module Leader Email: <PRESIDIO_ANONYMIZED_EMAIL_ADDRESS>
Title: The Interplay of Video Games & Human Psychology: An Insight into Motivations, Effects, and Therapeutic Potentials









 
Table of Contents
Certificate of Originality	3
Abstract	4
Objectives	5
1. Introduction	6
1.1 Background	6
1.2 Purpose of The Project	8
1.3 Project Structure and Objectives in Context	8
2. Methodology	9
2.1 Research Preparation	9
2.2 Sources of Information	9
2.3 Use of Bibliographic Resources	10
2.4 Use of Images	10
2.5 Ethical Considerations	10
3. Literature Review	11
3.1 History of Video Games	11
3.2 Video Game Psychology: A Study of Cognitive and Emotional Impact	12
3.4 Gamer Motivation	13
3.5 Therapeutic Benefits of Video Games	17
3.6 Psychological Resilience	18
4. Implementation	19
4.1 Design	19
PC Version	19
Mobile/Tablet Version	57
References	86

 
Certificate of Originality
Cardiff School of Technology

Statement of Originality of Submitted Work

The Interplay of Video Games & Human Psychology: An Insight into Motivations, Effects, and Therapeutic Potentials

Submitted by Muhammad Ahmed, to Cardiff Metropolitan University as a dissertation for the degree of BSc (Hons) in Computer Science, May, 2024.

This dissertation is available for Library use on the understanding that it is copyright material and that no quotation from the dissertation may be published without proper acknowledgement.
I certify that all material in this dissertation which is not my own work has been identified and that any material that has previously been submitted and approved for the award of a degree by this or any other University has been acknowledged.

Signature: Muhammad Ahmed

Date: 03/05/2024
 
Abstract
This dissertation explores the intricate relationship between video games and psychological consequences, diving into the underlying reasons for gaming, such as amusement, evasion of reality, social connection, and accomplishment, as well as the impact on emotional wellness, cognitive abilities, and social skills ability. This study explores the possibility of video games as therapeutic tools for mental health problems such as depression, anxiety, and PTSD. It examines how psychological resilience affects the impact of gaming on mental health outcomes. The study reveals the dual nature of video games, as it explores their ability to enhance cognitive abilities, emotional resilience, and social interactions, while also acknowledging the possible concerns such as addiction and social isolation.
The core of the research highlights the therapeutic possibilities of video games in healthcare environments, backed by current research and advanced scholarship. The dissertation provides researched proposals for using video games into educational and therapeutic approaches, with the goal of optimising their psychological advantages while mitigating potential drawbacks. The statement emphasises the significant impact of personal variations, specifically psychological resilience, in regulating the influence of gaming on mental well-being.
This research aims to provide a detailed understanding of the psychological effects of video games, therefore adding to the academic discussion on the topic. It offers a neutral perspective, acknowledging the intricate nature of video games and their varied effects on individuals. The results provide valuable insights for psychologists, game designers, educators, and legislators, encouraging the responsible utilisation of video games in society to improve psychological well-being. 
Objectives
•	To explore and comprehend the various factors that drive individuals to engage with video games: The objective of this study is to explore the psychological factors that drive individuals to engage in video game play, including amusement, escapism, social interaction, and achievement. This statement emphasises the need for thoroughly comprehending the fundamental subjects involved, encouraging critical thinking, and creating unique perspectives on the motivations behind people's engagement in video gaming.
 
•	To investigate the psychological impacts of video gaming from several perspectives: This entails examining the influence of video games on emotional well-being, cognitive capabilities, social abilities, and behavioural tendencies. The goal is to provide a well-supported evaluation and analysis of facts about the psychological impact of gaming on humans, while questioning assumptions and acknowledging the complexities of scholarly discourse on this subject.
 
•	To evaluate the therapeutic benefits of video games in mental health interventions: This objective aims to investigate the effectiveness of video games as therapeutic tools using current research and advanced scholarship. The goal is to use academic evaluations and original sources effectively to understand how video games can help treat mental health conditions like depression, anxiety, and PTSD. This demonstrates a profound understanding of both the possibilities and constraints of such implementations.
 
•	To analyse the influence of psychological resilience in moderating the effects of video games on mental well-being: This objective aims to examine the impact of video games on mental health outcomes, specifically by investigating the role of individual characteristics, such as psychological resilience. The task entails assessing the extent to which resilient qualities can mitigate the negative consequences of gaming or enhance its beneficial outcomes. This study seeks to enhance the evaluation criteria's requirement for independent thinking and creative discoveries by offering a detailed perspective on how individual psychological characteristics influence the connection between video game involvement and psychological well-being.
 
•	To establish a set of recommendations for incorporating video games into educational and therapeutic environments: Instead of providing general suggestions, this purpose narrows its focus to developing precise, research-backed guidelines for effectively integrating video games into educational curriculum and therapeutic procedures. The goal is to use the research findings to develop effective ways for educators and therapists to actively involve learners and clients, respectively. This objective showcases the utilisation of knowledge, understanding of current research, and the ability to effectively convey findings, with a significant focus on practical implementation and future advancement in real-life situations.

 
1. Introduction
The connection between human psychology and video games is complex and occurs at the point where gaming studies, applied psychology, and human-computer interaction overlap. The newly developed field investigates the influence of video games on psychological conditions and processes, including cognitive, emotional, and social aspects. The growing utilisation of video games in modern society, not just as a means of amusement but also as educational tools, skills improvement, and therapeutic tools, highlights the need of researching this field.
As video gaming gains popularity, researchers are increasingly focusing on understanding its psychological effects. Nevertheless, research results have varied greatly, encompassing issues related to potential adverse consequences such as addiction and violence as well as beneficial impacts such as improved cognitive abilities, emotional strength, and social connectedness. The core of these discussions revolves around an essential, but not thoroughly examined, area—the interactive relationship between individual gaming motives and the resulting psychological impacts. Moreover, while clinical environments have acknowledged the therapeutic benefits of video games, a comprehensive framework explaining the reasons for this therapeutic effectiveness remains absent. This study gap highlights the urgent need for a comprehensive investigation that not only integrates various research streams but also propels them forward, offering fresh perspectives on the deliberate development and application of video games for psychological enhancement.
This dissertation aims to fill significant knowledge gaps. "How does the interaction between motivations for engaging in video games and the gaming experience impact psychological outcomes, and how can this knowledge inform the therapeutic potential of video games?" is the central research question. This study focuses on exploring the complex interaction between gaming intentions and outcomes. Additionally, it seeks to explore situations where video games can serve as therapeutic tools. This dissertation examines the specific psychological mechanisms triggered by gaming, explores the factors that moderate these effects, and evaluates the therapeutic implications and their applicability in both clinical and daily contexts.
This research is relevant and current, underscoring the need to understand the influence of video games in modern culture. These experiences are not only basic forms of amusement but rather interactive engagements that can significantly influence psychological development and overall well-being. This research contributes to the discussion about video gaming by considering both the potential risks and benefits, therefore creating an equal and comprehensive viewpoint. The goal is to investigate the complex relationship between video games and human psychology, as well as determine methods for using video games to enhance mental well-being. The aim is to offer essential information for psychologists, game designers, educators, and legislators, promoting a more informed and effective method of integrating video games into our lives and society.
1.1 Background
The relationship of video games and human psychology includes a wide range of narratives and theoretical exploration that has spanned many decades. This dissertation investigates the intricate connection between video games and human psychology. The aim is to comprehend the impact of digital gaming environments on cognitive processes, emotional experiences, and social behaviours.
Over the course of history, video games have evolved from simple sources of entertainment into complex and engaging experiences that attract millions of individuals worldwide. This growth has not only changed how entertainment is presented, but it has also created new opportunities to study the psychological impact of interacting with virtual surroundings. Video games have continuously pushed the boundaries of what can be accomplished, both in terms of technology and imagination, from early arcade classics to modern virtual reality experiences. An increasing amount of academic literature has been published to explore the complex connections between video gaming and psychological processes.
The first discussion surrounding the integration of video games and psychology primarily focused on the potential negative outcomes, such as addiction, aggression, and social isolation. Extensive discussions and research debates have taken place concerning the potential negative effects of prolonged gaming on mental well-being and behaviour. However, as study methodology has progressed and our comprehension of human psychology has deepened, a more intricate and complex portrayal has emerged. Recent research has uncovered various positive and negative outcomes associated with playing video games. For instance, it has been found that playing prosocial games can have a beneficial impact on helping behaviour (Greitemeyer & Osswald, 2010), while action games can enhance visual-spatial skills (Green & Bavelier, 2007). On the other hand, fast-paced games can have detrimental effects on cognitive control (Bailey, West and Anderson, 2010), and there is also the issue of video game addiction (Gentile et al., 2011).
Acknowledging the potential of video games as therapeutic tools represented a crucial milestone in this development. Games designed with therapeutic objectives have shown promise in treating many psychiatric problems, thanks to developments in technology and psychological study. The growing recognition of video games as potential therapeutic tools for enhancing mental well-being emphasises the need for comprehensive research into the underlying mechanisms through which games utilise their influence. The implementation of gaming elements has the potential to enhance and refine particular motor skills. For instance, research has demonstrated that the experience of playing video games can be used to predict the level of surgical ability among laparoscopic surgeons (Rosser et al., 2007). Exercise games have proven to be effective in physical rehabilitation, as demonstrated by studies conducted by Betker et al. (2006) and Deutsch et al. (2008).
The purpose of this study is to deepen our understanding of how video games affect our minds and emotions. It's based on a solid background of history and theory. The research acknowledges that gaming can have a wide array of effects on our psychology, from boosting our thinking skills and managing our emotions to presenting certain risks and challenges. It also explores why people are drawn to gaming and how these reasons relate to the psychological impact games can have. Finally, the study looks at how video games could be used in therapy, examining how the principles of game design might help in psychological treatment. 
On the positive side, gaming can provide a way for people to interact with each other, creating a virtual community (Grinspoon, P., 2020). It can also offer mental stimulation, relaxation, and stress relief (Saripalli, V., 2022). Some studies even suggest that gaming can help you relax, concentrate better, and improve mindfulness. As players complete tasks or levels within a game, a mood-enhancing hormone called dopamine is released, which can boost confidence and help develop social skills (World Economic Forum., 2021).
However, excessive gaming, also referred to as problematic gaming, is commonly associated with adverse mental health outcomes. It's characterised by an abundance of time spent in-game, often at the expense of other basic life necessities. This level of gaming has been linked to psychological conditions such as depression, anxiety, and obsessive-compulsive disorder (OCD), particularly in young adults and adults It's important to note that a link doesn't necessarily mean gaming causes these conditions. People living with certain mental health conditions may also gravitate toward introverted activities like gaming (Saripalli, V., 2022)

1.2 Purpose of The Project
The primary aim of this study is to explain the complex correlations between video game engagement and its many psychological impacts. This study aims to improve our understanding of the motivations behind individual’s engagement in video games and the effects of these interactions on their mental well-being, particularly in the context of rapidly evolving digital worlds. The study seeks to investigate the correlation between various motivations for gaming, such as escapism, social bonding, achievement, and skill enhancement, and their effects on emotional, cognitive, and social outcomes. In addition, the project aims to investigate the potential of video games as therapeutic tools, providing useful insights into the development and utilisation of games for supporting mental health therapies. The primary goal of this research is to expand the comprehensive discussion on the correlation between video games and psychology. The objective is to encourage educated discussions among scholars, practitioners, designers, and policymakers regarding the positive and negative impacts of video gaming on modern society.
1.3 Project Structure and Objectives in Context
This project is structured based on five main objectives. These objectives aim to explore the intricate relationship between video games and psychological outcomes. The study begins by analysing the psychological elements that drive individuals to engage in video games, including enjoyment, escapism, social bonding, and accomplishment. This major objective sets the groundwork for understanding the complex motivations behind video gaming, encouraging a thorough and analytical approach to the subject.
Following the initial investigation, the research advances to examine the psychological implications of video gaming, with a specific emphasis on its influence on emotional well-being, cognitive abilities, social ability, and behavioural tendencies. The objective of this analysis is to provide a comprehensive evaluation of the effects of gaming, challenge existing views, and actively engage in the diverse scientific debate on this topic.
The third objective investigates the potential of video games as therapeutic tools, evaluating their effectiveness in addressing mental health disorders such as depression, anxiety, and PTSD. This involves a thorough analysis of current research and literature to assess the therapeutic benefits and limitations of video games.
The study further investigates the influence of psychological resilience on the consequences of video gaming on mental health. This involves evaluating differences across individuals and investigating how adaptive traits can influence the psychological effects of gaming, therefore enhancing our comprehension of the human factors that influence these outcomes. 
2. Methodology
2.1 Research Preparation
Prior to commencing a comprehensive dissertation examining the correlation between video games and human psychology, with a specific emphasis on motivations, consequences, and therapeutic possibilities, it is vital to employ a thorough and intricate study preparation approach. The initial phase is essential to ensure a thorough investigation of the complex relationship between video gaming and its psychological effects. To accomplish the various objectives of my dissertation, my research preparation includes performing an extensive review of existing literature, establishing a robust methodological framework, and creating a research plan that facilitates both quantitative and qualitative analysis.
Acquiring a thorough comprehension of extensive and diverse modern research and advanced scholarship is highly significant. I aim to conduct a comprehensive analysis of a diverse selection of significant and up-to-date articles in the fields of game studies, applied psychology, and human-computer interaction. Participating in this task would not only improve my understanding and grasp of the subject area, but also help identify gaps in the current research field. Through the incorporation of knowledge derived from scholarly critiques and original sources, my objective is to place my work within a wider framework. I will recognise the constraints of existing knowledge while simultaneously presenting original perspectives based on my research.
I will develop a systematic approach to thoroughly examine the correlation between video games and human psychology, encompassing the evaluation of evidence and exploration of theoretical frameworks. The project will utilise quantitative methodologies, including surveys, graphs, images, to accurately measure the psychological effects of gaming in a scientific manner. In addition, I will employ qualitative research techniques such as collecting interviews and analysing case studies to explore the individual experiences and underlying motivations associated with gaming. By employing both qualitative and quantitative approaches, a comprehensive understanding of the subject matter may be achieved. This approach enables accurate and thorough data analysis, effectively capturing the complex relationship between games and psychological consequences.
Furthermore, I will explore problem-solving approaches that explain the relationship between theoretical concepts and practical observations. This involves not just analysing the reasons and outcomes of gaming, but also evaluating the potential therapeutic applications of video games in real-world scenarios. The emphasis will be on promoting innovative thinking and developing original ideas that push the boundaries of current research.
2.2 Sources of Information
An in-depth and comprehensive approach to reviewing relevant material played a vital role in formulating the methodology for my dissertation. To gain a thorough understanding of the present academic discussion on the relationship between video games and psychological issues, I mostly utilised Google Scholar as my main online resource. The decision was made based on the comprehensive coverage of several fields of study, including psychology, gaming studies, and digital media study, offered by Google Scholar. These fields are crucial to the concerns addressed in my dissertation. To perform a comprehensive literature search, I employed a range of specific keywords that covered the essential parts of my research. The search queries employed were "video game psychology," "gamer motivation," "video games and mental health," "digital games as psychological therapy," and "behavioural effects of video gaming." These terminologies were utilised both independently and in combination. This technique was developed to cover an extensive range of relevant information, combining scientific findings on the psychological effects of video gaming and theoretical discussions on its uses in therapy.
2.3 Use of Bibliographic Resources
The Harvard referencing system offered an organised structure for citing the extensive range of literature, enabling precise and consistent recognition of essential concepts and research discoveries that were vital to my study. The utilisation of this citation format had a vital role in enhancing the credibility and scholarly integrity of my dissertation. Furthermore, it assisted readers in identifying the sources of the concepts, theories, and research results that support my work.
2.4 Use of Images
All photos and graphs in this project have been carefully selected, consisting of either original compositions by the author or sourced from reliable websites that clearly grant permission for image usage. All externally sourced images have been properly recognised and cited to comply with copyright laws and intellectual property regulations, demonstrating full adherence to legal and ethical standards. 
2.5 Ethical Considerations
When studying the correlation between video games and human psychology, it is essential to examine ethical concerns, especially with the games' past, influence, and potential therapeutic advantages. It is imperative that all individuals participating in the research strictly adhere to the principles of informed consent, which entails providing them with comprehensive information regarding the study's objectives, methodology, and any potential implications for their privacy and mental well-being. This project must take into account the potential for specific video game content to exacerbate psychological disorders or induce pain.
Furthermore, it is crucial to maintain the confidentiality of participant data by taking measures to protect and de-identify personal information, thus ensuring the anonymity of participants and safeguarding any sensitive data supplied throughout the research. For research examining psychological matters, it is crucial to consider that disclosing personal information about emotions or experiences may put the participants at risk.
An accurate representation of video games is essential for conducting research in this sector, taking into account the risks associated with excessive or unbalanced usage as well as the potential therapeutic benefits. In order to accurately evaluate the psychological effects of video gaming and prevent the spread of negative stereotypes or biases towards gamers, it is essential to maintain neutrality. Ultimately, the provision of knowledge that can establish ethical guidelines for game production and therapeutic applications is expected to have a beneficial influence on the discourse around video games and mental well-being.
 
3. Literature Review
3.1 History of Video Games
Scientific research facilities first developed video games in the 1950s and 1960s. A.S. Douglas, a British professor, created the earliest known video game in 1952. He created OXO, also known as noughts and crosses or tic-tac-toe, as part of his doctoral work at the University of Cambridge. Though it was straightforward, this game represented the beginning of interactive entertainment.

In 1958, William Higinbotham created the game Tennis for Two. This game was on display during the annual visitor's day at Brookhaven National Laboratory in Upton, New York, on a sizable analogue computer and connected oscilloscope screen. This was one of the earliest games to allow two players to compete on a graphical screen.



The 1960s saw further developments in video game technology. Steve Russell at the Massachusetts Institute of Technology created the space combat video game Spacewar! on the PDP-1 in 1962. The fact that this game was the first to support multiple computer installations and therefore open up possibilities for networked gaming made it noteworthy.


The earliest home video game device was the Magnavox Odyssey, which made its debut in 1972. Ralph Baer and his team at Sanders Associates, Inc. were responsible for this development. The console, referred to as "The Brown Box," served as the prototype for a multiplayer, multi-program video gaming system that could be used on a television. 

In 1972, the founders of Atari, introduced Pong, which was the original arcade video game. The 1975 home edition of Pong achieved the same level of success as its arcade original. Atari entered into a licensing agreement with Odyssey following the resolution of a legal dispute over copyright infringement with Magnavox and Sanders Associates. 


In 1977, Atari introduced the Atari 2600, also known as the Video Computer System, to the market. This particular home console showcased joysticks and replaceable game cartridges that allowed for the playing of multi-coloured games, signifying the commencement of the second generation of video game consoles.


The video game business has experienced numerous fluctuations, including the 1983 video game collapse in the United States. An overflow of games, often of poor or replicated quality, triggered this disaster. As a result of the crash, Japan's video game industry gained control of the market. In 1985, Nintendo launched its Nintendo Entertainment System in the United States, which played a significant role in reviving the struggling video game industry. During the late 1980s and early 1990s, video games experienced advancements and standardisation in personal computers, as well as intense competition between Nintendo and Sega in the console market.
Currently, the video game business has reached a significant milestone, generating a revenue of $100 billion worldwide. Additionally, it is worth noting that about two-thirds of American households contain individuals who engage in video game playing on a daily basis. They cover a wide range of platforms, including arcade systems, home consoles, portable consoles, and mobile devices. 
(HISTORY.COM Editors, 2022)
3.2 Video Game Psychology: A Study of Cognitive and Emotional Impact
Video games have become an essential component of our digital existence, with a global user base exceeding two billion individuals (von der Heiden et al., 2019). Researchers have shown interest in studying the effects of video gaming on psychological functioning, specifically in the areas of cognition, motivation, emotion, and social interaction.
Video games are recognised for their ability to enhance focus, multitasking skills, and working memory. Nevertheless, engaging in an excessive amount of gaming might result in diminished educational and job achievements, difficulties in socialising with peers, and a decline in social skills. The cognitive effects of video games are not limited solely to action games, but also encompass puzzle games. These games necessitate players to engage in strategic thinking and solve intricate challenges, hence augmenting their cognitive capabilities (Pallavicini et al., 2018).
The emotional impact of video games is intricate and diverse. Engaging in video games as a means of diverting attention from stress has been linked to a heightened presence of psychiatric symptoms. Gamers who are motivated by distractions tend to rely on coping techniques such as self-blame, behavioural disengagement, self-distraction, denial, substance usage, venting, and acceptance. However, they tend to overlook active coping and planning. These findings indicate that the emotional influence of video games can differ greatly based on the underlying reasons for playing (von der Heiden et al., 2019).
The current research in the topic of video game psychology is comprehensive and varied. Research has investigated the correlation between video gaming and psychological well-being, the utilisation of computer games for cognitive and emotional enhancement, and the social and psychological impacts of gaming. These studies offer a thorough comprehension of the influence of video games on psychological functioning. Research has demonstrated that video games can serve as effective tools for cognitive and emotional training among adults (Pallavicini et al., 2018).
To accurately assess the influence of video games on psychological functioning, one must possess an in-depth understanding of the complex variables at play. It is crucial to take into account the underlying motivations for engaging in gaming, the specific genre or category of games being played, and the duration of time devoted to gaming. The correlation between these elements and psychological functioning is complicated and requires further study. For instance, although certain gamers might use video games as a means of seeking escape from reality, others may utilise them as a method of engaging in social interactions. It is essential to comprehend these distinctions in order to assess the psychological influence of video games (von der Heiden et al., 2019).
In summary, video games significantly affect psychological functioning. Excessive gaming can have detrimental effects even while it can have cognitive benefits. It might be helpful to establish ways to maximise the positive effects of gaming and minimise any potential negative effects by having a thorough understanding of the complicated interaction between video gaming and psychological functioning.
3.4 Gamer Motivation
Recent years have seen extensive study of the complex and diverse concept of gamer motivation. The process includes comprehending the factors that attract players to games and the elements that maintain their engagement. This dissertation will explore the most recent research on gamer motivation, looking at the several aspects that impact it and how they may be utilised in game design.








The image above showcases the main gaming profiles of the participants, organised according to their respective frequencies. The study population was divided into five main categories: Mastermind (339 individuals, 45%), Seeker (171 individuals, 22.7%), Conqueror (97 individuals, 12.9%), Daredevil (73 individuals, 9.7%), and Achiever (73 individuals, 9.7%).
The present research has prioritised the creation of gamer profiles in order to comprehend the fundamental motivations of players. Profiles such as BrainHex and Hexad classify gamers based on their gaming behavior, sociodemographic data, and personality qualities. Research on French law students, for instance, identified five major gamer profiles: Mastermind, Seeker, Conqueror, Daredevil, and Achiever. Researchers linked the Big Five personality traits to these profiles, which significantly influenced the participant’s gaming behaviour.








Quantic Foundry has found 12 gamer motivations by analysing data from a sample size of over 400,000 gamers. The motivations were categorised into six pairs based on their correlation: Action, Creativity, Mastery, Achievement, Immersion, and Social. Analysing these factors can provide valuable insights for making critical choices in game design, such as incorporating innovative gameplay elements and creating impactful marketing strategies (Yee, 2021).









Player engagement is a vital component of gamer motivation. Studies have discovered that taking into account the level of player involvement and their motivation that is influenced by their current state can enhance game usage and result in more income for gaming companies. The presence of challenges in the game has a beneficial effect on gamers who have low or moderate levels of engagement, but it can have a detrimental effect on players who have high levels of engagement (Neuroscience News, 2019). An August 2022 survey revealed that almost 75% of gamers in the United States engage in video games as a means of relieving stress. In addition, a significant portion of surveyed gamers, specifically 19%, expressed a strong agreement with the idea of playing games as a means of socialising with friends. Furthermore, a further 29% of respondents agreed with this statement (Clement, 2022).
Understanding the motivation of gamers has substantial consequences for the design of games. Developers can enhance the engagement and popularity of games by customising them to match the motivations and profiles of their target audience. Games tailored for 'Mastermind' players, who are predominantly female, may prioritise strategy and problem-solving, whereas games targeting 'Conqueror' players, who are more likely to have a reduced socio-economic position, may emphasise competitiveness and accomplishment. (Germano Vera Cruz et al., 2023). 









In 2022, the revenues of the worldwide video game industry are expected to go above 200 billion U.S. dollars for the first time (Clement, 2022). This underscores the significance of comprehending gamer motivation for the success of a game. Developers can enhance the engagement and popularity of games by customising them to align with the motivations and profiles of their intended audience. Ultimately, comprehending the underlying factors that drive gamers is essential for the success of a game. Game developers may enhance player retention and appeal to their target audience by analysing gamer profiles, motivating factors, and player interaction to create immersive experiences.
Video game playing satisfies a basic human need for mastery and competence that is deeply rooted in our psychology. The difficulties and intricacies of games vary greatly, which feeds this desire. The goal of games is to provide a sequence of increasing difficulties that correspond to the player's ability level, therefore generating a perfectly balanced experience known as the "flow" state by psychologists. When skill level and challenge of an activity are perfectly balanced, a person is totally engaged in it.
For example, role-playing games (RPGs) like "The Elder Scrolls V: Skyrim" have vast settings full of varyingly challenging objectives that call for the player to use a blend of abilities, clever, and persistence. Overcoming these challenges gives players a great sense of accomplishment, which raises their sense of self-efficacy. This satisfaction reflects actual accomplishment and mastery and is not only a result of the conquering but also of the personal development and skill development that take place during the process. (teachthought, 2017)
Video games satisfy the innate desire for independence and freedom, alongside the drive for accomplishment and expertise. This feature of gaming enables players to participate in exploring actions within expansive, open-world games, make pivotal choices that impact the game's result, and artistically manifest themselves in settings unrestricted by the physical and social constraints of reality.
Open-world games such as "Minecraft" illustrate this concept by providing a sandbox setting that allows players to construct, explore, and engage in virtual interactions without any predetermined objectives or limitations. This freedom enables intrinsic motivation, where the action of engaging in play is its own form of satisfaction, driven by curiosity, inventiveness, and the delight of uncovering something new. Players have the ability to manipulate their environment, construct complex constructions, and participate in a mode of self-expression that goes beyond conventional gameplay.



The reasons for engaging in video games can differ among various age groups. Younger players are often attracted to games due to their novelty and the chance to develop new skills. In contrast, older individuals may engage in playing games as a means to maintain mental agility and pass their time (Statista, 2021).
Based on a 2021 study, the primary motivation for playing video games in Australia across all age categories was the pursuit of enjoyment. Similarly, the age group of 65 years and over found keeping their mind active to be the second most common reason for playing video games, while the age group between 18 and 34 years found relieving boredom and passing time to be the second most popular reason.
What is the primary driving force behind a gamer's decision to pick up the controller and start another gaming session? Research conducted by Quantic Foundry indicates that the reasons for playing video games vary depending on several characteristics, including gender. As shown in this infographic, the matter comes down to a choice between 'competing' or 'completing'. Male gamers were most motivated by the desire to compete and achieve high ranks, whereas women were primarily motivated by collecting all items and completing the game.
There is significant potential to develop immersive virtual worlds that incorporate diverse cultural elements as games transition from standalone products to ongoing services with social gameplay. These worlds can serve as a source of inspiration for curious gamers, encouraging them to not only learn about different cultures but also to engage with, exchange, and contemplate their own cultural backgrounds. Furthermore, we will not only prioritise the creation of inclusive games, but also provide assistance to youth game-making initiatives. This support aims to foster a more varied workforce within the industry and guarantee that, within a single generation, every community will have the ability to produce commercial games that accurately represent their own cultures. (Creativity, culture & capital, 2021)
To summarise, the reasons why individuals engage in video games are intricate and shaped by diverse elements, including age, gender, and culture. Gaining a comprehensive understanding of these motivations may provide significant insights about the appealing qualities of video games and their influence on society. 
3.5 Therapeutic Benefits of Video Games
Video games create a feeling of connectivity, which is a crucial element of psychological well-being. They develop a sense of belonging to a community of individuals who share similar interests and appreciate your involvement, all while seeking a common objective in the game. The presence of strong social connections and a decrease in feelings of loneliness can effectively mitigate symptoms associated with depression. Games such as "Minecraft" and "Animal Crossing: New Horizons" have been specifically recognised for promoting these types of relationships (Verywell Mind, 2021).
The researchers also found that video games may successfully reduce and manage symptoms of anxiety, as demonstrated by the reviewed studies. In a particular study, individuals suffering from anxiety who engaged in the activity of playing the strategic game "Plants vs. Zombies" at least four times a week, with each session lasting a minimum of thirty minutes, displayed better mental health results compared to those who relied on medicine. Studies have demonstrated that certain experiments have indicated that video games, such as "Max and the Magic Marker," may effectively reduce increased stress levels in children. (Kowal et al., 2020)
Furthermore, video games can function as a therapeutic kind of diversion, helping in controlling of emotions, reducing excessive thinking, and even generating feelings of happiness. Some video games also offer advantages in controlling mood. Adolescents who engaged in playing "Mario Kart" had superior emotional control abilities compared to their peers who did not participate in the game (Verywell Mind, 2021).
A comprehensive study conducted in Norway observed the gaming patterns of children over a prolonged period, beginning at the age of 6. The findings revealed a positive correlation between the severity of ADHD symptoms and the amount of time spent playing video games as the children grew older. However, the significant duration of time spent in front of screens did not worsen their medical condition. Researchers have proposed various hypotheses to explain why video games show a significant influence on certain children and adolescents with ADHD.
Video games provide immediate satisfaction, are typically fast-paced, and offer visually stimulating experiences. Games can serve as a means for the youngster to independently acquire a skill, detach from reality, and enhance their self-esteem. Children diagnosed with attention deficit hyperactivity disorder (ADHD) may encounter difficulties in establishing interpersonal connections. Online games provide individuals with a means to establish and maintain friendships.
Online games can have a purpose beyond entertainment for youngsters with ADHD. Playing games can facilitate the development of crucial abilities. The following things are included:
•	Visual-spatial abilities
•	Hand-eye coordination
•	Strategy and problem-solving
•	Planning, sequencing, and prioritising
•	Collaboration and teamwork
•	Time management
In 2020, the FDA approved the first prescription digital game as a therapeutic treatment for ADHD. Children between the ages of 8 and 12 are the specific target audience for EndeavorRx. The condition primarily targets individuals with the inattentive or inattentive-hyperactive type. It is intended to be used as a component of a treatment plan that may incorporate medicine and behavioural therapy. EndeavorRx takes players across many terrains, such as a flowing river of molten lava and a frozen winter paradise. Children touch the screen in order to collect goals as they progress. The maker of EndeavorRx financed research that demonstrated the game's effective enhancement of attention.
(Boyle Wheeler, 2022)
3.6 Psychological Resilience
The study published in Psychological Reports emphasises that psychological resilience includes not only the ability to recover from hardships but also the proactive abilities and characteristics that individuals use to manage these challenges. This complex concept is examined via statistical analysis, where resilience is linked to factors such as emotional management, optimism, social support, and adaptation. The study utilised a cross-sectional survey methodology to evaluate a varied sample population using standardised psychometric tools. The research offers empirical data that supports the theory that higher levels of resilience are strongly linked to reduced rates of depression, anxiety, and stress in individuals. 
The academic community is increasingly interested in the varied advantages that strategy video games can bring, notably in terms of cognitive growth and emotional well-being. Based on extensive study, it is well acknowledged that playing strategy video games has cognitive advantages. These games have been shown to improve player's abilities in strategic thinking, resource management, planning, and decision-making (Pallavicini et al., 2021; Steadman et al., 2014). Games like "Civilization VI", "XCOM 2", and "StarCraft" are notable for their demand for intricate strategic thinking, ability to adapt to novel obstacles, and skill in managing many resources concurrently. As a result, they effectively stimulate cognitive abilities in a way that few other types of entertainment can.
In addition to improving cognitive abilities, recent research has started to investigate the potential emotional and psychological advantages of engaging in strategy video games. The study conducted by Schoneveld et al. (2018) differentiates itself by demonstrating the anxiety-reducing capabilities of the strategy game "MindLight" when compared to conventional cognitive-behavioral treatment (CBT) approaches. Through the utilisation of a randomised controlled non-inferiority experiment, the researchers discovered that involvement with "MindLight" led to a reduction in anxiety levels that was comparable to the effects reported from standard cognitive behavioural therapy (CBT) sessions. This discovery unveils a fresh realm in the utilisation of video games for therapeutic intentions, indicating that strategy games, with their essential focus on problem-solving and critical thinking, could provide substantial mental health advantages in addition to cognitive advancement.
(Vengurlekar and Thudi, 2023)










4. Implementation
4.1 Design
PC Version
 
Image 1: Login screen of the website. Showcases the username and password field with their unique icons aligned at the far right of the field. Contains “remember me”, “forgot password”, “register” interactable text fields as well as a login button, all of which are symmetrically aligned to match the aesthetic design.
 
 
Image 2: Checkbox with the colour for “Remember me” shown working as the tick box appears inside the box once clicked.
	


 
 
Image 3: When hovered over “Forgot Password?” it changes colour as well as underlined text.
 
 
Image 4: When hovered over the “Register” button, the text is underlined.
 
 
Image 5: As shown in the image, username and password fields are empty. When the user tries to login with empty fields, a box appears near the field which the input from user is missing from. When the field is empty, it shows a “please fill out this field” message box to prompt user to fill the username field. This is a simple method of validation where it only checks the fields if they haven’t got anything inside them. No database is used for storing logins or to validate the logins. You can also see the login button change colour when hovered over. 
 
 
Image 6: As shown in the image, username field is filled but the password field remains empty. When the user tries to login, it will show a “please fill out this field” message box, prompting user to fill in the password field.
 
 
Image 7: Once the username and password fields are filled, user is able to login by using the button.
 
 
Image 8: When the user presses the login button, the user is sent to the main home page. This is where it shows information in regards to the topic chosen. As shown in the image, there’s a logout button, more info button, navigation menu which contains the following buttons: home, history, psychology, games and about. At the bottom of the page, interactable social media icons are located.
 
 
Image 9: When the user hovers over the logout button, it changes colour

 
 
Image 10: The user clicks the logout button; it takes them back to the login page.
 
 
Image 11: The user logs back in and it takes them to the home page.
 
 
Image 12: When the user hovers over the more info button, it changes colour.
 
 
Image 13: When the user clicks on the more info button, it takes them to the more info page.
 
 
Image 14: When the user hovers over the go back button, it changes colour.
 
 
Image 15: When the user clicks on the go back button, it takes them back to the previous page. In this case, it was back to the home page.
 
 
Image 16: When the user hovers over the icon for Facebook, the icon is zoomed in.
 
 
Image 17: When the user clicks on the Facebook icon, it takes them to the Facebook website.
 
 
Image 18: When the user hovers over Twitter icon, the icon is zoomed in.
 
 
Image 19: When the user clicks on the Twitter icon, it takes them to Twitter website.
 
 
Image 20: When the user hovers over the Instagram icon, the icon is zoomed in.
 
 
Image 21: When the user clicks on the Instagram icon, it takes them to the Instagram website.
 
 
Image 22: The user hovers over the home button and it changes colour.
 
 
Image 23: When the user clicks on the home button, nothing changes as they’re already at home page.
 
 
Image 24: The user hovers of the history button, it changes colour.
 
 
Image 25: When the user clicks on the history button, it takes them to the page which contains history of video games.
 
 
Image 26: The user hovers over the psychology button, it changes colour.
 
 
Image 27: When the user clicks on the psychology button, it takes them to a page which contains information for psychology and video games.
 
 
Image 28: The user hovers over the games button, it changes colour.
 
 
Image 29: The user clicks on the games button and it takes them to the game page.
 
 
Image 30: The user hovers over the enter the digital realm button, it changes colour.
 
 
Image 31: When the user clicks on the enter digital realm button, it takes them to this page.
 
 
Image 32: The user hovers over the play button, it changes colour.
 
 
Image 33: The user presses on the play button and nothing happens.
 
 
Image 34: The user hovers over the about button and it changes colour.
 
 
Image 35: The user clicks on the about button and it takes them to the about page.
 
 
Image 36: The user hovers over the home button and it changes colour.
 
 
Image 37: The user clicks on the home button and it takes them to the homepage.
 



















Mobile/Tablet Version
 
Image 38: As you can see this is a mobile/tablet version of the website. It is supported for them.
 
 
Image 39: This shows the homepage of the website. It doesn’t have the navigation button like it had on the PC version as it clutters up the page. The navigation buttons are located at the menu bar top right, once clicked on it shows. The upcoming images will demonstrate how it works. In the image here, the user hovers over the logout button and it is highlighted in red.
 
 
Image 40: The user clicks logout and it takes back to login screen.
 
 
Image 41: User hovers over more info button, it changes colour.
 
 
Image 42: The user is redirected to the more info page.
 
 
Image 43: User hovers over go back button, it changes colour.
 
 
Image 44: It takes the user back to the homepage when clicked on the go back button.
 
 
Image 45: User hovers over the Facebook icon.
 
 
Image 46: The user clicks on the Facebook icon, takes them to the website.
 
 
Image 47: The user hovers over Twitter icon.
 
 
Image 48: The user clicks on the Twitter icon; it takes them to the website.
 
 
Image 49: The user hovers over the Instagram icon.
 
 
Image 50: The user clicks on the Instagram icon; it takes them to the website.
 
 
Image 51: User hovers over the menu bar located at top right of the website.
 
 
Image 52: The user clicks on the menu bar and it shows the navigation buttons for other pages.
 
 
Image 53: The user hovers over the home button.
 
 
Image 54: The user is sent to the home page.
 
 
Image 55: User hovers over the history button.
 
 
Image 56: User is sent to the history of video games page.
 
 
Image 57: User hovers over the psychology button.
 
 
Image 58: User is sent to the psychology and video games page.
 
 
Image 59: User hovers over the games button.
 
 
Image 60: The user is sent to the games page.
 
 
Image 61: User hovers over the enter the digital realm button.
 
 
Image 62: User is taken to the digital realm page.
 
 
Image 63: User hovers over the play button.
 
 
Image 64: When clicked on the play button, nothing happens.
 
 
Image 65: User hovers over the about button.
 
 
Image 66: User is taken to the about page.
 
Conclusion

	
 
References
•	Greitemeyer, T., & Osswald, S. (2010). Effects of prosocial video games on prosocial behavior. Journal of Personality and Social Psychology, 98, 211–221.
•	Green, C. S., & Bavelier, D. (2007). Action video game experience alters the spatial resolution of attention. Psychological Science, 18(1), 88-94.
•	Bailey, K., West, R., & Anderson, C. A. (2010). A negative association between video game experience and proactive cognitive control. Psychophysiology, 47, 34-42.
•	Gentile, D. A., Choo, H., Liau, A. K., Sim, T., Li, D., Fung, D., & Khoo, A. (2011). Pathological video game use among youths: A two-year longitudinal study. Pediatrics, 127, e319-e329.
•	Betker, A. L., Szturm, T., Moussavi, Z. K., & Nett, C. (2006). Video game-based exercises for bal-ance rehabilitation: A single-subject design. Archives of Physical Medication and Rehabilitation, 87, 1141-1149.
•	Deutsch, J. E., Borbely, M., Filler, J., Huhn, K., & Guarrera-Bowlby, P. (2008). Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. Physical Therapy, 88, 1196-1207.
•	Grinspoon, P. (2020). The health effects of too much gaming. [online] Harvard Health. Available at: https://www.health.harvard.edu/blog/the-health-effects-of-too-much-gaming-2020122221645. (Accessed: 30 April 2024).
•	Saripalli, V. (2022). Video Games and Mental Health: Risk Factors and Benefits. [online] Psych Central. Available at: https://psychcentral.com/depression/can-video-games-cause-depression. (Accessed: 30 April 2024).
•	World Economic Forum. (2021). Online gaming can be good for your mental health - here’s how. [online] Available at: https://www.weforum.org/agenda/2021/12/online-gaming-stress-therapy-mental-health/. (Accessed: 30 April 2024).
•	HISTORY.COM Editors (2022). Video Game History. [online] HISTORY. Available at: https://www.history.com/topics/inventions/history-of-video-games. (Accessed: 30 April 2024).
•	National Institutes of Health (2022). Video Gaming May Be Associated with Better Cognitive Performance in Children. [online] National Institutes of Health (NIH). Available at: https://www.nih.gov/news-events/news-releases/video-gaming-may-be-associated-better-cognitive-performance-children. 
•	von der Heiden, J.M., Braun, B., Müller, K.W. and Egloff, B. (2019). The Association Between Video Gaming and Psychological Functioning. Frontiers in Psychology, [online] 10(1731). doi: https://doi.org/10.3389/fpsyg.2019.01731. 
•	Pallavicini, F., Ferrari, A. and Mantovani, F. (2018). Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population. Frontiers in Psychology, [online] 9, p.2127. doi: https://doi.org/10.3389/fpsyg.2018.02127. 
•	Yee, N. (2021). A Closer Look into the 12 Gamer Motivations. [online] Medium. Available at: https://medium.com/ironsource-levelup/a-closer-look-into-the-12-gamer-motivations-8d156ff0151a. 
•	Germano Vera Cruz, Anne-Marie Barrault-Méthy, Bove, M. and Nauge, M. (2023). Relationship between gamer profiles, gaming behavior, sociodemographic characteristics, and big five personality traits among French law students. BMC Psychology, 11(1). doi: https://doi.org/10.1186/s40359-023-01329-6. 
•	Clement, J. (2022). Topic: Video gaming worldwide. [online] Statista. Available at: https://www.statista.com/topics/1680/gaming/#topicOverview.
•	Neuroscience News. (2019). New research analyzes video game player engagement. [online] Neuroscience News. Available at: https://neurosciencenews.com/video-game-engagement-14982/. 
•	Kowal, M., Conroy, E., Ramsbottom, N., Smithies, T., Toth, A. and Campbell, M. (2020). Gaming your mental health: A narrative review on mitigating depression and anxiety symptoms via commercial video games (Preprint). JMIR Serious Games, [online] 9(2). doi: https://doi.org/10.2196/26575. 
•	Verywell Mind, 2021. Video Games Could Hold Untapped Potential in Treatment of Mental Illness. [online] Verywell Mind. Available at: https://www.verywellmind.com/video-games-could-treat-mental-illness-study-shows-5190213. 
•	Aschentrup, L., Pia Anna Steimer, Dadaczynski, K., Timothy Mc Call, Fischer, F. and Wrona, K.J. (2024). Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review. BMC Public Health, 24(1). doi: https://doi.org/10.1186/s12889-023-17517-3. 
•	Boyle Wheeler, R. (2022). ADHD and Video Games: Is There a Link? [online] WebMD. Available at: https://www.webmd.com/add-adhd/childhood-adhd/adhd-and-video-games-is-there-a-link. 
•	EndeavorRx. (n.d.). Home. [online] Available at: https://www.endeavorrx.com/. 
•	teachthought (2017). Why People Play Video Games. [online] TeachThought. Available at: https://www.teachthought.com/learning/why-people-play-video-games/. 
•	Statista. (2021). Australia: reasons to play video games by age group 2021. [online] Available at: https://www.statista.com/statistics/865262/australia-reasons-to-play-video-games/. 
•	Creativity, culture & capital. (2021). Exploring and extending world cultures through video games. [online] Available at: https://www.creativityculturecapital.org/blog/2021/09/13/exploring-and-extending-world-cultures-through-video-games/. 
•	Vengurlekar, I.N. and Thudi, K.R. (2023). College Student Video Gaming: Risk or Resilience for Mental Health? Psychological Reports. doi: https://doi.org/10.1177/00332941231196551. 
 
Annex
Code for the home.css (style)
/* Importing the ‘Poppins’ font from Google Fonts with multiple weights /
@import url(‘https://fonts.googleapis.com/css2?family=Poppins:wght@200;300;400;500;600;700;800;900&display=swap’);

/ Universal selector to reset margin, padding, box model, and set default font /
{
    margin: 0;
    padding: 0;
    box-sizing: border-box; /* Ensure padding and border are included in the element’s total width and height /
    font-family: “Poppins”, sans-serif; / Set default font family /
}

/ Styling for sections /
section{
    position: relative;
    width: 100%;
    min-height: 100vh; / Minimum height to cover the viewport height /
    display: flex;
    flex-direction: column; / Children elements are stacked vertically /
    justify-content: flex-start; / Align children to the start of the main axis /
    background: url(background.png) no-repeat; / Full background image without repeating /
    background-size: cover; / Ensure background covers the entire section /
    background-position: center; / Center the background image /
}

/ Styling for the header /
header{
    position: relative;
    top: 0;
    width: 100%;
    padding: 30px 100px; / Spacing inside the header /
    display: flex; / Use flexbox for layout /
    justify-content: space-between; / Space out children /
    align-items: center; / Vertically center the items /
}

/ Hide the label by default /
label{
    display: none;
}

/ Styling for the logout button /
header .logout{
    position: relative;
    color: #626aff; / Blue text color /
    font-size: 20px;
    padding: 2px 15px;
    text-decoration: none; / Remove underline /
    text-transform: uppercase; / CAPS /
    font-weight: 800; / Bold /
    letter-spacing: 1px;
    border-radius: 20px; 
    border: 2px solid rgba(255, 255, 255, .5); / Semi-transparent white border /
}

/ Hover effect for the logout button /
header .logout:hover {
    background-color: #ff3131; / Red background on hover /
    color: #17193f; / Dark text color on hover /
    transition: 1s; / Smooth transition for the hover effect /
    transition-property: background; / Specify which property to animate /
}

/ Styling for navigation links /
header .navigation a{
    color: #fff; / White text color /
    font-size: 18px;
    text-decoration: none; / Remove underline /
    font-weight: 500;
    letter-spacing: 1px;
    padding: 2px 15px;
    border-radius: 20px;
    transition: 0.3s; / Smooth transition for hover effects /
    transition-property: background; / Animate background color change /
}

/ Add margin to the right for all nav links except the last one /
header .navigation a:not(:last-child){
    margin-right: 30px;
}

/ Hover effect for navigation links /
header .navigation a:hover{
    background: #626aff; / Blue background on hover /
}

/ Styling for the main content section /
.content{
    max-width: 700px; / Limit content width /
    margin: 100px; / Space around content /
}

/ Styling for headings within content /
.content .info h2{
    color: #626aff; / Blue text color /
    text-align: left;
    font-size: 50px; / Large font size for headings /
    text-transform: none; / Default text casing /
    font-weight: 800; / Bold /
    letter-spacing: 2px;
    line-height: 60px; / Space between lines of text /
    margin-bottom: 30px; / Space after heading /
}

/ Styling for paragraphs within content /
.content .info p{
    color: #fff; / White text color /
    text-align: justify; / Justified text alignment /
    font-size: 18px;
    font-weight: 500; / Normal font weight /
    margin-bottom: 40px; / Space after paragraph /
}

/ Styling for buttons within content /
.content .info-btn {
    color: #fff; / White text color /
    background: transparent; / Transparent background /
    border: 2px solid rgba(255, 255, 255, .5); / Semi-transparent white border /
    border-radius: 5px; / Rounded corners /
    font-size: 15px;
    padding: 10px 20px; / Padding inside the button /
    text-decoration: none; / Remove underline /
    text-transform: uppercase; / CAPS /
    text-align: center; / Center text /
    font-weight: 700; / Bold /
    letter-spacing: 2px; / Space between letters /
    transition: 0.3s; / Smooth transition for hover effects /
    transition-property: background; / Animate background color change /
}

/ Hover effect for buttons /
.content .info-btn:hover{
    background: #626aff; / Blue background on hover /
}

/ Styling for media icons /
.media-icons{
    display: flex; / Use flexbox for layout /
    justify-content: center; / Center children horizontally /
    align-items: center; / Center children vertically /
    margin: auto; / Center media-icons itself /
}

/ Styling for individual media links /
.media-icons a{
    position: relative;
    color: #626aff; / Blue text color /
    font-size: 30px; / Large icon size /
    transition: 0.2s; / Smooth transition for hover effects /
    transition-property: transform; / Animate scale change /
}

/ Add margin to the right for all media links except the last one /
.media-icons a:not(:last-child){
    margin-right: 60px; / Space between icons /
}

/ Hover effect for media icons /
.media-icons a:hover{
    transform: scale(1.5); / Enlarge icon on hover /
}

/ Hide checkbox by default /
#check{
    z-index: 3;
    display: none;
}

/ Responsive Styles /

/ Adjustments for screens smaller than 960px /
@media (max-width: 960px){
  / Navigation hidden on smaller screens /
  header .navigation{
    display: none;
  }

  / Display the menu label (hamburger icon) /
  label{
    color: #fff; / White color for better visibility /
    display: block; / Make it visible /
    font-size: 25px; / Larger icon size for easy interaction /
    cursor: pointer; / Change cursor to pointer to indicate clickable /
    transition: 0.3s; / Smooth color transition /
    transition-property: color; / Animate color change /
  }

  / Hover effect for menu label /
  label:hover{
    color: #626aff; / Change color on hover for visual feedback /
  }

  / When checkbox is checked, display the navigation menu in a full screen overlay /
  #check:checked ~ header .navigation{
    z-index: 2; / Ensure it’s above other content /
    position: fixed; / Fixed positioning to cover the whole screen /
    top: 0;
    bottom: 0;
    left: 0;
    right: 0;
    background: #17193f; / Dark background for the overlay /
    display: flex; / Use flexbox for layout /
    flex-direction: column; / Stack items vertically /
    justify-content: center; / Center items vertically /
    align-items: center; / Center items horizontally /
  }

  / Style adjustments for navigation links in the overlay /
  #check:checked ~  header .navigation a{
    font-weight: 700; / Bold /
    margin-right: 0; / Remove right margin /
    margin-bottom: 50px; / Add bottom margin for spacing /
    letter-spacing: 2px; / Increase letter spacing for improved readability /
  }

  / When menu is open, show the close button /
  #check:checked ~ header label .close-btn{
    z-index: 2; / Ensure it’s above the navigation /
    position: fixed; / Fixed position /
    display: block; / Make it visible /
  }

  / Hide the menu button when the menu is open /
  #check:checked ~ header label .menu-btn{
    display: none;
  }

  / Adjust the menu button position /
  label .menu-btn{
    position: absolute;
  }

  / Adjust the position of the logout button /
  header .logout{
    position: absolute;
    bottom: -6px;
  }

  / Text size adjustments for smaller screens /
  .content .info h2{
    font-size: 45px; / Smaller font size /
    line-height: 50px; / Adjusted line height /
  }

  / Further text size adjustments for very small screens /
  @media (max-width: 560px){
    .content .info h2{
      font-size: 35px; / Even smaller font size /
      line-height: 40px; / Adjusted line height /
    }

    / Adjust paragraph text size for better readability on very small screens /
    .content .info p{
      font-size: 14px; / Smaller font size for paragraphs */
    }
  }
}
End of home.css code
As you can see the code with the comments, it shows how it works, what parts are responsible of doing things on the home page of my website. I’ve used this home.css code in other pages of my website as the design is the same. The only difference between these pages is the text that is displayed.
 
Code for the home.html (page)
<!DOCTYPE html>
<html lang=“en” dir=“ltr”>
  <head>
    <!-- Character set declaration -->
    <meta charset=“utf-8”>
    <!-- Viewport settings for responsive web design, ensuring proper scaling and rendering on all devices -->
    <meta name=“viewport” content=“width=device-width, initial-scale=1.0”>
    <!-- Title of the webpage -->
    <title>Home</title>
    <!-- Link to the external CSS file for styling the webpage -->
    <link rel=“stylesheet” href=“home.css”>
    <!-- Link to the Font Awesome library for using icons -->
    <link rel=“stylesheet” href=“https://cdnjs.cloudflare.com/ajax/libs/font-awesome/5.14.0/css/all.min.css”>
  </head>
  <body>

    <section>
      <!-- Checkbox used for toggling the mobile navigation menu -->
      <input type=“checkbox” id=“check”>
      <header>
        <!-- This closing div tag seems misplaced and should likely be removed -->
        </div>
        <!-- Navigation logout link -->
        <h2><a href=“login.html” class=“logout”>Logout</a></h2>
        <!-- Site navigation links -->
        <div class=“navigation”>
          <a href=“home.html”>Home</a>
          <a href=“history.html”>History</a>
          <a href=“psychology.html”>Psychology</a>
          <a href=“games.html”>Games</a>
          <a href=“about.html”>About</a>
        </div>
        <!-- Label for the checkbox with two icons for menu open and close -->
        <!-- These icons are toggled based on the checkbox state to show/hide the mobile navigation menu -->
        <label for=“check”>
        <i class=“fas fa-bars menu-btn”></i>
        <i class=“fas fa-times close-btn”></i>
        </label>
      </header>
      <!-- Main content area -->
      <div class=“content”>
        <div class=“info”>
          <!-- Article or content heading -->
          <h2>The Interplay of Video Games & Human Psychology</h2>
          <!-- Paragraph describing the content -->
          <p>The integration of video games and human psychology reveals a captivating combination of cognitive advancement, therapeutic possibilities, and emotional involvement that surpasses the limitations of conventional entertainment. The combination between fascinating storylines, hard riddles, and the human mind captivates gamers, offering a realm of unlimited possibilities. Every virtual journey and digital terrain we explore is a carefully crafted experiment that examines human behaviour, motivation, and resilience.</p>
          <!-- Link to a page with more information -->
          <a href=“more-info.html” class=“info-btn”>More Info</a>
        </div>
      </div>
      <!-- Social media icon links -->
      <div class=“media-icons”>
        <a href=“https://www.facebook.com/”><i class=“fab fa-facebook-f”></i></a>
        <a href=“https://twitter.com/”><i class=“fab fa-twitter”></i></a>
        <a href=“https://instagram.com/”><i class=“fab fa-instagram”></i></a>
      </div>
    </section>

  </body>
</html>

End of home.html code.
The code contains comments for the html home page of the website. It shows how each variable functions. Similar code is used on other pages, the only change is the more info button removed and text is changed.

can you write a 200 word conclusion for the research I have as well as the objectives accomplished. Please also talk about how I developed the website