Professional Documents
Culture Documents
- Nidhi Tiwari
Introduction:
Online gaming has gained a robust foothold within the Indian show business . With a projected user base
of quite 628 million gamers, this provides an entire new boost to the gaming ecosystem within the Indian
economy. India recorded about 365 million online gamers in the financial year 2020. This number was
estimated to succeed in 510 million by the financial year 2022. Overall, India ranked the highest in terms
of the growth in online game downloads on app stores with a growth rate of 165% between 2016 and
2018.
Ranging from simple games on phones to immersive multiplayer experiences on console and PC titles,
the country has taken to gaming with great enthusiasm setting the stage for India to clock in major profits.
The combination of the demographic dividend, access to affordable smartphones, increased internet
penetration and increase in disposable income in India has proven to be conducive to the gaming industry.
The onset of the pandemic has proven to be fruitful for this industry as people had more time on their
hands. In a time when most industries are facing losses, the gaming industry continues to flourish.
MY PROJECT:
As gaming consumption has increased in the last few months, I wanted to examine the ways in
which online games have helped students of age group 16-20 during the global pandemic. This
report aims at identifying what online games youngsters play the most, and the effects they have
had on the students during the lockdown.
Research question- How have online games helped students of age group 16-20 in the
COVID-19 global pandemic?
Thesis statement- COVID-19 has had a huge impact on the world due to which students’
mental health was highly affected. The pandemic has not only distanced people physically, but
also resulted in massive increase in lifestyle diseases having depressive and anxious symptoms
in students indicating a sense of loneliness. This research paper will argue that online games
have helped students of age group 16-20 keep a healthy mental state, learn with fun, and stay in
touch with friends during these tough times.
SUB-CLAIMS:
I will now begin discussing my sub-claims, justifications and pieces of evidence in support of
the main thesis statement.
1. Survey- I conducted a survey for the students in APU and other colleges in Delhi who
are actively involved in gaming on a regular basis. There were 8 simple questions, out of
which 7 were MCQs and 1 short answer type question, all related to online gaming,
views students have about them and how they feel they were affected by such games
during the lockdown. I received 75 responses in total.
Here are some of the questions and results from the survey:
Among Us was the most popular online game in the pandemic, as the above survey
results show. In the game, which is usually played between 4-10 players, ‘crewmates’
find themselves stuck on a defunct spaceship and have to complete tasks to fix it. Out of
these crewmates, one or two are actually ‘imposters’ who are meant to sabotage the
completion of the tasks and ‘kill’ their crewmates. The crewmates who first complete
tasks or figure out who the imposter is, win. It is very similar to the simple old game
Mafia, but virtual, and potentially much more elaborate.
Even though the basic premise of the game may not seem like much, the hype
surrounding the game has spread like wildfire. A report in The Verge indicates that
Among Us was downloaded about 100 million times in recent months.
The game is not only engaging for the students by serving as a platform for social
interaction, but also offers plenty of new features that successfully justify its popularity.
While playing, one has the option of chatting live with their fellow players to figure out
who the imposter is, which is an uncommon feature and makes the game more
interesting and lively. This game can also be compared with the childhood offline games
people used to play which included searching for a spy and solving some sort of mystery
related to it. It can also be called a reminiscent of the famous, classic board games such
as Detective and Monopoly where the basic principle was the same.
Graph 2.2- Impact of isolated environment on game time of people
WinZo Games, an Indian-based gaming company, have reported 3 times more user
engagement and 30% higher traffic in online mobile gaming. Around 35% higher usage
has been observed in multiplayer modes as compared to single-user modes.
Paavan Nanda, co-founder of WinZo Games told ET Digital, “It is mostly the
multiplayer games such as Carrom, Ludo and Royal Battle that have seen a spike in
users since the lockdown, where people appear to be playing more with their friends
and family.”
Online games have their own positives and negatives. However, more often than not, their
negative side is over glorified in the minds of people. Many policymakers don’t share the
positive aspect at all. During the lockdown, the people lying in the age group 17-23 tended to be
more susceptible to peer pressure and influence of social media. Gaming is a way of escapism
for students and working professionals from their daily college and work life respectively. As
people were confined at home, during the lockdown imposed due to COVID-19, people had
more free time in hand and played games as a coping mechanism. The average number of
gaming hours before COVID-19 was 1.66 hours, which increased to 3.27 hours during
COVID-19 which could be because people had a lot of time in hand for themselves.
Gaming is no longer a solo sport, in fact in these times of isolation during COVID-19, it is one
of the best avenues to connect and socialize with family, friends, and other video game players.
Games like Among Us and Animal Crossing: New Horizons have some special key features
hence resulting in rise in player count. As there were a number of advantages of playing online
games, the number of female-participation also increased during the lockdown.
Hence, online games may have their own disadvantages, it can’t negate the fact that they did
prove to be a boon for students’ mental health throughout the period of COVID-19 lockdown. If
one strikes a balance between the physical activities and online gaming, it can help a lot since
it's been proven that some online games can result in numerous cognitive benefits for the online
gamers and can impact one’s basic mental processes like attention, memory and perception
positively.
Bibliography
2. The Economist, (2020, Nov 30), Covid 19: Playing video games during lockdown can be
good for mental health.
https://www.stuff.co.nz/technology/games/300170969/covid19-playing-video-games-duri
ng-lockdowns-can-be-good-for-mental-health
3. Sean Gregory, (2020, April 22), Video Games Benefit Quarantined Kids in COVID-19
Pandemic: Time
https://time.com/5825214/video-games-screen-time-parenting-coronavirus/
4. Lin Zhu, (2020, Sept 09), The psychology behind video games during COVID-19
pandemic: A case study of Animal Crossing: New Horizons
https://onlinelibrary.wiley.com/doi/full/10.1002/hbe2.221
5. Keith Stuart, (2020, Sept 29), Among Us: the ultimate party game of the paranoid
COVID era.
https://www.theguardian.com/games/2020/sep/29/among-us-the-ultimate-party-game-of-t
he-covid-era
6. Home Daily, (2020, Sept 30), How did Among Us become so popular in 2020?
https://filmdaily.co/gaming/among-us-popular/
7. The Guardian, (2020, Sept 29), Among Us: The video game that has shot 100 million
players into outer space.
https://www.theguardian.com/games/2020/nov/29/among-us-video-game-100-million-out
er-space
8. The Hans India, (2020, July 13), Rise in women players in online games during
lockdown.
https://www.thehansindia.com/featured/womenia/rise-in-women-players-in-online-gamin
g-during-lockdown-633245
9. Telangana Today, (2020, Dec 10), Indians spend seven hours a week on mobile games,
women drive adoption.
https://telanganatoday.com/indians-spend-7-hours-a-week-on-mobile-games-women-driv
e-adoption