You are on page 1of 62

Study on the impact of online gaming and its addiction on

psychological well-being amongst youth

A dissertation submitted for the partial fulfillment of the program

Masters in Entertainment Media & Advertising.

By
Krushi Mehul Mota

S.K. Somaiya College


CERTIFICATE

This is to certify that the entire work embodied in the second semester dissertation ‘Study
on the impact of online gaming and its addiction on psychological well-being amongst
youth’ has been carried out by Krushi Mehul Mota , student of Masters in Entertainment
Media & Advertising., S.K. Somaiya University, during the year 2020-2022.
The dissertation is submitted in partial fulfillment of the requirement of Masters in
Entertainment Media & Advertising .program conducted by the University of Mumbai.

I have guided her on various topics through the stages of the dissertation.

Director GUIDE

CA MONICA LODHA DR. SARANYA T


DECLARATION

I, hereby, declare that the thesis titled ‘Study on the impact of online gaming and its addiction
on psychological well-being amongst youth’, submitted to the University of Mumbai as a part
of semester II of the course Masters in Entertainment Media & Advertising, 2020-22, under
the guidance and supervision of Dr. Saranya T, Assistant Professor, Department of Mass
Media at S.K. Somaiya University, is a record of original research work carried out. This
thesis in whole or part has not been previously submitted for any other Degree or for other
academic purposes. Such materials obtained from other sources are duly acknowledged
properly in this thesis.

Dr. Saranya T

Research Guide
ACKNOWLEDGEMENTS

Without the cooperation of numerous people, this study would not have been feasible. To
begin, I'd want to express my gratitude to my parents, Mehul and Rupal Mota, for supporting
me to study Mass Media for academic purposes and to explore its employment opportunities.

Without the constant support of my mentor Dr. Saranya T, who has assisted me at every step
along the way, this complete thesis would not have seen the light of day. I was able to stay on
course and accomplish a satisfying end result because to her guidance and mentorship.

I am also thankful to every respondent who took out time to fill in my survey, without their
responses I would not have been able to reach the conclusion.

I also thank my batchmates and fellow classmates who were with me under the mentorship of
our guide for their assistance and support for the completion of this thesis.

Krushi Mehul Mota


Index

CHAPTER 1 – INTRODUCTION ...........................................................................................1

1 Introduction ...........................................................................................................................1

1.1 Online gaming ....................................................................................................................1

1.2 Video game ........................................................................................................................1

1.3 Multiplayer Online Games .................................................................................................1

1.4 Violent Video games ..........................................................................................................1

1.5 Game Addiction .................................................................................................................1

1.6 Psycho-physiological effect ...............................................................................................1

1.7 Children .............................................................................................................................1

1.8 Types of Violent Video games ..........................................................................................1

1.9 Effects of Playing Violent Video games ...........................................................................1

1.10 Online gaming, excessive play, and problems ................................................................1

1.11 Organisation of thesis ......................................................................................................1

1.12 Summary ........................................................................................................................1

CHAPTER 2 - REVIEW OF LITERATURE ........................................................................1

2.1 International Studies .........................................................................................................1

2.2 National studies ................................................................................................................1

2.3 Local studies .....................................................................................................................1

2.4 Summary ..........................................................................................................................1


CHAPTER 3 - RESEARCH METHODOLOGY ....................................................................1

3.0 INTRODUCTION .............................................................................................................1

3.1 Research design .................................................................................................................1

3.2 Need of the study ...............................................................................................................1

3.3 Statement of the problem ...................................................................................................1

3.4 Purpose of the study ...........................................................................................................1

3.5 Objective of the study.........................................................................................................1

3.6 Scope of the study .............................................................................................................1

3.7 Hypothesis ........................................................................................................................1

3.8 Study variables ..................................................................................................................1

3.9 Locale of the study ............................................................................................................1

3.10 Selection of samples ........................................................................................................1

3.11 Distribution of sample size and study area ......................................................................1

3.12 Tool of data collection .....................................................................................................1

3.13 Pilot study ........................................................................................................................1

3.14 Statistical analysis ............................................................................................................1

3.15 Operational Definitions in the study ................................................................................1

3.16 Summary ..........................................................................................................................1

CHAPTER 4 – DATA ANALYSIS .......................................................................................1

4.1 Introduction of the topic ...................................................................................................1

4.2 Demographic details of the respondents ..........................................................................1


4.3 Frequency of Playing Violent Video Games ...................................................................1

4.4 Platform used for gaming ...............................................................................................1

4.5 Genre preferred for playing games .................................................................................1

4.6 Reason for Playing Violent Video Game .......................................................................1

4.7 Single player or multi player games ...............................................................................1

4.8 Peoples reaction for gaming ...........................................................................................1

4.9 Level of aggression when someone interrupts while playing ........................................1

4.10 Increase duration of playing ........................................................................................1

4.11Trying to combat addiction .........................................................................................1

4.12 Feeling when not playing games .................................................................................1

4.13 Spend more time playing online games than hanging out with friends and family….1

4.14 Health issue due to last night gaming ..........................................................................1

4.15 Summary ......................................................................................................................1

CHAPTER- 5 DISCUSSIONS AND CONCLUSIONS ......................................................1

5.1 Introduction of the topic ……………………………………………………………….1

5.2 General findings and summary .....................................................................................1

5.3 Major findings of the study …………………………………………………………...1

5.4 Test of hypothesis .........................................................................................................1

5.5 Suggestion of the study …………………………………………………….…………1

5.6 Limitation of the study …………………………………………………….………….1

5.7 Summary ......................................................................................................................1

BIBLIOGRAPHY
ANNEXURES

ABSTARCT

The Internet is becoming more and more influential over the world. It has an
impact on every aspect of life, from the primary source of information to
entertainment. It has evolved into a vital communication tool. It is well
documented that the Internet is becoming increasingly ubiquitous in the lives of
adolescents, resulting in addiction. As new media becomes more common,
Internet addiction has emerged as a significant social issue. It has been
identified as a possible problem in adolescents, producing neurological
challenges, psychological issues, and social issues. This study compiled a
substantial body of information on Internet addiction and its consequences on a
variety of psychomotor functions in teenagers. On raise awareness about the
consequences of internet addiction to people's physical and mental health, a
descriptive survey research method was used to explore the differences between
internet addicted and non-addicted pupils. an attempt to look into the
differences in anatomical reasons, anxiety, and mental health between men and
women who use the internet. The information was gathered from 120 people,
and the impacts of internet addiction were studied. The study's implications
were explained as the result of raising awareness about internet addiction
among adolescents in India.

Keywords: Internet Addiction, Adolescents, Psychological well-being


CHAPTER 1 – INTRODUCTION

1.0 Online gaming in India

India is one of the top five markets in the world, with a sales goal of $ 1.1 billion by 2020.
This creates a massive opportunity for both Indian  and international game app developers to
target the Indian gaming market. Increasing internet density, low-cost mobile phones, digital
literacy, digital payments, the availability of affordable data plans, and a variety of interesting
and affordable games in the market are all driving the industry's rapid growth. Clash of Clans,
Candy Crush, and PUBG are among the most popular games among young Indians, who
spend long hours engaged in the gaming interface.
Multiplayer games have the added advantage of being socially engaging because players
must engage and create alliances in order to accomplish clear objectives. They keep players
more engrossed in gaming events, resulting in more time spent doing so.
Because of the fact that millions of people are remaining indoors due to the Covid-19
pandemic, online gaming is exploding. Counter-Strike: Global Offensive and Call of Duty
Mobile are extremely common among Indian youth. According to a recent study, video
gaming has affected people's physical and mental health. According to the India Digital
Wellness Report by NortonLifeLock Inc, 87 percent of respondents agree that online gaming
has an effect on their physical and mental health. Almost 76 percent of those polled agree that
their addiction to action games has caused them to change their behaviour and that it can
trigger depression and anxiety. Theft, cyberbullying, spam, and credit card theft, to name a
few, are all threats that exist on the virtual playing field,” said Ritesh Chopra, Director,
NortonLifeLock.

 
1.1 Online gaming
Children and adolescents are massive fans of online gaming. Gaming is still one of the most
common online activities among 5-16 year olds, according to annual research conducted by
OFCOM, with many of them gaming on mobile devices and going online using their games
console. Most games now have an online component that allows users to participate in leader
board, community games, and talk with other players. Internet access in a game opens up new
possibilities for gamers by allowing them to find and play with other players. This may be
their friends, colleagues, family members, or even other game players from all over the world
(in a multi- player game). We recognize that parents have concerns and questions about
games, including the types of games their children play, who they might be chatting with, and
how much time they spend playing. Interactive games cover a wide variety of interests, from
sports-related games to mission-based games and missions that encourage users to complete
tasks, and they can allow users to connect and play together.
(source:https://www.statista.com/chart/4527/game-developers-platform-preferences/)

1.2 Video game

The word "video game" refers to anything from a solo game of Solitaire to  multiplayer
online games  with whole online communities where players communicate with one another
and purchases – typically game points or game upgrades, but sometimes real money – are
made. Video games are played on computers and laptops, handheld devices, game consoles –
and with increasing frequency – on phones and tablets. Some games are purchased and
installed on devices, others are downloaded from the internet, and some are played
exclusively online. Video games are common among people of all ages: older women are the
most likely to play simple single-player games, while young men are the most likely to play
"fighting games." The multiplayers games have at least 6-80 players. Some games are
educational, while others are extremely violent and may contain explicit sexual content.
Many genres, including first-person shooter strategy games and massively multiplayer online
role-playing games, are available on modern gaming platforms, such as PCs, consoles, and
handheld devices. The online games segment produced $16.9 billion in revenue in 2019, with
China generated  $4.2 billion and the United States for $3.5 billion. From being a part of the
core gameplay, such as explicitly competing against other competitors, to being a part of the
online leader board. The complexity and scale of video game culture has expanded in  online
gaming. Players of all ages, nationalities, and professions are playing online gaming.
1.3 Multiplayer Online Games

(source: https://parents.koobits.com/video-game-addiction-in-the-age-of-smartphones-part-
2/)

Users can play games online in a variety of ways. This includes online gaming, games for
smartphones, tablets, and portable devices, as well as downloadable and packaged games for
PCs and consoles like the PlayStation, Nintendo Wii, and Xbox. Here are some of the most
common devices for playing online games.

Console

The major console manufacturers (Nintendo, Sony, and Microsoft) have parental controls that
are connected to age rating systems in their consoles. These games are played on television-
compatible home entertainment consoles. Consoles, like other computers, can link to the
internet via a home network. This allows users to buy and download games, as well as buy
game add-ons (like extra levels, characters, and features) and play online, though some
gaming services can include a subscription.

Mobile games

Mobile games can be downloaded for free or for a fee from app stores such as Google Play or
the Apple App Store. There can be in game purchases   some games, including free ones,
offer the option to purchase additional features such as "in-app" purchases. These features,
however, can be disabled by changing the settings on a computer or changing the settings on
an account used to access the app store.
Handheld games

Small portable consoles are used to play handheld games. Handheld games, like other
gadgets, will connect to the internet. Gamers can use this to download games, buy extra
content, get new features, and play and talk with other players.

Web Games

Some games can be accessed through one-of-a-kind websites that host hundreds of different
games. Many of these games are available for free online, but some may require payment.
Many young people are drawn to these sites because they also have a creative aspect that
encourages users to create their own games.

PC Games

These games are played on a computer the same way as other software programmes. There
are also a large number of ‘free games’ available to download and play that offer limited
features with an option to buy extra features or unlock all features via a monthly subscription.
Many PC games make use of the internet, and many ‘Massively Multiplayer Online’ (MMO)
games, where gamers interact together in virtual spaces, are PC games.

Augmented Reality

This is a game feature that allows players to experience digital game play in the real world by
altering a live view of the real-world environment to include moveable graphics. It's normally
done with a handheld device's camera, and it's seen in games like Pokémon Go, where
Pokémons appear to be standing right in front of you.

Virtual Reality (VR)

This is a type of wearable technology that creates worlds and allows you to experience them
as if you were physically present in them. This is normally accomplished by wearing
headphones, which come with a variety of prices and levels of experience. Inexpensive
cardboard structures have also been created, allowing you to use an app to transform your
smartphone into a VR headset. Most experiences include sensors, which enable you to imitate
your movements in the virtual world. When using a VR headset, manufacturers suggest that
children under the age of 12 be accompanied by an adult.
1.4 Violent Video games
Many youths' daily lives have been increasingly dominated by online gamers. Young people
all over the world spend a large amount of time per week playing violent video games.

Violent media portrays people attempting to hurt others with the intent of doing so. A
nonhuman cartoon character, a real person, or something in between can be considered a
"individual." The general public considers "violent media" to be television shows, films, and
video games that contain graphic images of blood and violence. Youths are becoming
increasingly interested in video games as a form of media. According to a new study by the
Kaiser Family Foundation, the amount of time teenagers spend playing video games per day
has nearly tripled in the last decade. Characters that intentionally harm other characters are
portrayed in violent media. As a result, even children's video games without representations
of graphic violence can and do contain violence. The majority of scholars describe media
violence as visual representations of physical conflict between two humans or human-like
characters. Boys have been shown to play more video games than girls on average. While
many youths recorded playing age-appropriate, relatively violence-free games, the study
found that around  70% of boy gamers admitted to playing violent and controversial games
(e.g., Grand Theft Auto) at least occasionally. It has been verified by a growing body of
studies that boys play age-inappropriate video games more often and aggressively than girls.
Youngsters live in an environment that is vastly different from that of their parents when they
were young, owing to technological advancements. The Internet, PlayStation, XBOX, Cell
phones, Text messages, Email, and IPODS were unheard of a decade ago. This study is
focused on responses from 4,500 customers aged 18 and up who play video games at least
once a week in France, Germany, India, Italy, Japan, Singapore, South Korea, the United
Kingdom, and the United States. Computers, gaming consoles, and tablets continue to be the
most common gaming devices. The preference for cell phones is expected to increase by 13%
by 2020. It is important to have a fast download. Globally, 87 percent of gamers find the
process of downloading games to be stressful, a two percent rise over last year that may
indicate improved results. Casual single-player games like Candy Crush, Angry Birds, and
Spider Solitaire are the most popular around the world, while first-person shooter games like
Call of Duty, Destiny 2, and Overwatch are the second most popular, having grown in
popularity by more than 6% in the last year. Video gamers spend an average of six hours and
twenty minutes a week playing games. In several parts of the world, playing video games has
become a popular pastime for youngsters. Some studies have found that exposure to violent
video games increases aggressive thinking, angry feelings, physiological arousal, aggressive
behaviour, and physiological desensitisation to violence in the real world.
1.5 Game Addiction
“An emotional or physical reliance on something.” Individuals with game addiction are said
to have a psychological dependency on Massive Multiplayer Online Games  or to use
computers and video games excessively or compulsively. Out-game life should spent times
on academia, communicate with family members and sport etc. But game players see the in-
game life as more important than out-game life. This means they spent almost all the time to
play online game. Many reports have been identified in which users play video games
compulsively, isolating themselves from social interaction and concentrating almost
exclusively on in-game accomplishments rather than out-of-game life activities such as
academics, socialising with family and friends, or participating in sports. Furthermore,

addiction disrupts their relationships, with the majority of users reportedly getting into fights
with both friends and teachers. In comparison to non-addicted students, most addicts received
more F grades in school. This figure refers to the amount of time addicted students spend
playing multiplayer online games. The students' social and academic lives were also affected.
Approximately half of multiplayer online games  addicted students were confirmed to be
actively involved in a violent fight, according to the survey results.

1.6 Psycho-physiological effect


The study of associations between the mind, behaviour, and bodily processes is known as
psycho-physiology. This research examines the impact of playing violent video games on
psychological and physiological variables such as aggression and stress in youth, as well as
physiological variables such as pulse, respiration, blood pressure, height, and weight. In
terms of gathering data on the positive and negative effects of online gaming, this research
was special. The positive effects of online gaming were reported by more than two-thirds of
gamers. Meeting new people, learning about new cultures, encouraging collaboration, and
forming friendships were just a few of the positive outcomes. Online gaming has been related
to increased computer performance. It was also thought to be an effective method for
teaching cooperative learning, typing, reading comprehension, economics, and mathematics.
Online gaming, interestingly, was also seen as a tool that encouraged people to use their
imaginations while also teaching teamwork and planning skills.  Such positive outcomes back
up collaborative learning methods that emphasise problem-based and experience-based
learning, as well as research that shows online games can be educationally beneficial

The negative effect of online gaming is almost two-thirds of gamers raised concerns Gamers
compared online gaming to being social online but antisocial in real life, which is somewhat
illogic Online gaming has also been linked to the loss of friendships and relationships due to
excessive time-consuming. One gamer detailed how he had ignored grooming, eating,
sleeping, working, and attending school as a result of playing online games.

Aggression

"Violence" refers to the most severe type of physical aggression, specifically aggression that
is likely to result in significant bodily harm. Aggression is calculated in this analysis as an
overall score using the aggression inventory.The act of starting conflicts or an invasion is
known as aggression. Attacking as a habit or practise, aggressive or harmful behaviour or
acts. Aggression is described as actions taken with the intent to physically or psychologically
injure another person, as well as to damage, kill, or take that person's property (Bartol, 1995).
In addition, behavioural psychologists interpret "aggression" differently than the general
public. Aggression is generally described by social and developmental psychologists as
behaviour that is intended to hurt another individual and is motivated to prevent that harm.
Aggression, in other words, is an action taken by one person with the intent of harming
another; it is not an emotion, feeling, or purpose. "Abuse," according to most social and
developmental scientists, is the most severe type of physical aggression, specifically physical
aggression that is likely to result in significant bodily harm.

Stress

Stress is a psychobiological tension caused by a physical, mental, or emotional reaction to


events. Any external force or event that has an effect on our body or mind is referred to as
stress. Stress is the result of an organism's inability to react appropriately to mental,
emotional, or physical demands, whether real or imagined. In this study, stress is described as
the response of the samples to playing violent video games, as measured by an overall score
using a stress inventory.

1.7 Children
A standardised concept of "child" includes all people under the age of 18 according to the
Child Rights Charter. Children is the plural form of the word boy. The term "children" in this
study applies to those between the ages of 13 and 18 who have been playing violent video
games for at least 6 months. Adolescence comes from the Latin word "adolescere," which
means "to grow up." From the beginning of puberty to maturity, it is a transitional period of
physical and mental development. Adolescent is described as an individual between the ages
of 13 and 19, according to Erik Erikson's stages of human development. Adolescents (10-19
years) figure for about 22.5 percent of India's population, or about 225 million people,
according to the 2001 census. According to the Tamil Nadu census, the teenage population
accounted for 18.23% of the total population. Adolescents have a lot of potential, a lot of
ambition, and a lot of new ideas.They are a positive force for a nation and are responsible for
its future productivity provided they develop with healthy attitude. Since mortality in this age
group is relatively low, the adolescents are considered to be healthy.
From child to adolescence

Adolescence is simply a period of changes in environments and in personality, physical,


academic, and social circles, transitions that most people handle, though some struggle with.
Adolescence is the transition from childhood immaturity to adulthood maturity. It involves
several aspects of an individual's behaviour, growth, and relationships. These transitions are
social, biological, cognitive, and emotional.

Adolescents and their Biological development

Children between the ages of 13 and 18 have a fast physical growth. Rapid weight and height
growth, as well as the development of secondary characteristics, are all part of their physical
development. Increased muscle development in boys and body fat in girls cause weight gain.
Changing hormone levels play a role in the activation of secondary sex characteristics during
puberty. . Adolescents need longer sleep. Research suggests that teens actually need more
sleep to allow their bodies to conduct the internal work required for such rapid growth. On
average, teens need about nine and a half hours of sleep per night All body parts do not grow
at the same rate during this stage of growth. As the teen struggles to cope with limbs that
seem to have developed overnight, this may lead to clumsiness. Teens may look clumsy and
disorganised. Early maturation has various effects on boys and girls. Early maturing boys,
according to research, are more common with their peers and hold more leadership roles,
while girls are more likely to suffer from depression, eating disorders, and anxiety.

Adolescents and Cognitive development

The thoughts, ideas and concepts developed at this period of life greatly influence one's
future life, playing a major role in character and personality formation. Recent research
suggests that teens’ brains are not completely developed until late in adolescence. In addition,
adolescence is a period of rapid cognitive growth. Adolescence, according to Piaget, is the
period of existence during which an individual's thoughts begin to take on a more conceptual
form and egoistic thoughts decrease. This encourages the individual to think and reason in a
broader context. Studies show that the relations between neurons that influence social,
physical, and mental abilities are incomplete in particular (Strauch, 2003). This may explain
why certain teenagers seem to have trouble regulating their feelings, desires, and judgments.

Adolescents and Emotional development

Adolescents are more likely to use complex, conceptual, and psychological self-
characterizations than children under the age of 13, who prefer to define themselves in
relatively clear, concrete terms. Adolescents are more likely to use complex, conceptual, and
psychological self-characterizations than children under the age of 13, who prefer to define
themselves in relatively clear, concrete terms. Adolescence is a period of emotional
transition, when people's perceptions of themselves and their ability to function
independently change. When adolescents mature mentally and go through cognitive changes,
their opinions of themselves become more complex and distinct. As individuals' self-
conceptions become more abstract and as they are able to see themselves in psychological
terms, they become more interested in understanding their own personalities and why they
behave the way they do (Strauch, 2003).

Adolescents and the Peer Group

One of the most noteworthy aspects of the social transition into adolescence is the increase in
the amount of time individuals spend with their peers. Although relations with age-mates
exist well before adolescence, during the teenage years they change in significance and
structure. For example, during puberty, both the total amount of time spent with peers and the
proportion of time spent in the company of peers versus adults increases dramatically.
Second, peer groups work much more often without adult supervision during adolescence
than they do during childhood, and they are more likely to have friends of the opposite sex.

Adolescents may begin to regard their peers, their peer group, as more important and
powerful than their parents or guardians for the first time in their lives. Peer groups enable
participants to practise a variety of social skills, including empathy, sharing, and
leadership Peer groups can have positive effects on a person, such as increasing academic
motivation and success, but they can also have negative effects, such as increasing drug and
alcohol experimentation, vandalism, and theft. Peer pressure sensitivity rises during early
adolescence, peaks about the age of 14, and then decreases. Adolescents are often upset in
their quest for a distinct social identity. This time is known as "Storm and Stress," according
to G. Stanley Hall, and tension at this developmental stage is natural and not uncommon.

During puberty, children's sensitivity to parental and peer control shifts. In general, boys and
girls are more focused toward their parents during adolescence and less so toward their peers;
peer pressure is not particularly intense during the early elementary school years. Children
become less focused toward their parents and more oriented toward their peers as they reach
puberty, and social pressure starts to rise. Conformity to parents tends to decrease throughout
early adolescence, while conformity to peers and social pressure increases.

Adolescents and Puberty

Perhaps the most visible indication that adolescence has started is the hormonal transition of
adolescence, or puberty. Puberty is the era of a person's life when he or she becomes guilty of
extreme development. Puberty, on the other hand, is a general term that refers to all of the
physical changes that occur in a developing girl or boy as they transition from childhood to
adulthood.

1.8 Types of Violent Video games

Action games
It is both the most basic and the most common type of video gaming. An action game is one
in which the player must use firearms, reflexes, and special moves available in the game to
defeat enemies and progress through the game. Action games are very common because they
are entertaining and exciting. As a result, there are various types of action games. Fighting
games, shooter games, and challenge games are some of the most common action games
among gamers. For example Call of Duty.

Fighting games

The overwhelming majority of these games are fights between two fighters. The cruelty of
the fighting and the learning of fighting moves are the drawbacks here. To master all of a
fighter's moves, these games also necessitate a significant amount of play time. Another point
may be made that knowing which moves to use – and when to use them – requires
preparation and planning. For example Dragon Ball: XenoVerse 2

First Person Shooters

Many of the world's most successful and renowned video games have been introduced to the
market under this genre. In this type of game, players are engaged in a rapid paced and quick
thinking gaming experience which also gives a close feeling of actually being in that
situation. A shooter game is one in which the player must destroy the enemies using the
weapons available in the game. Different forms of shooter games exist. The first-person
shooter game is one of the most common forms of shooter game Other styles of shooter
games include third-person shooters, tactical shooters, and light gun shooters. In first-person
shooter games like Doom, the player must use the available guns to destroy the enemies.. In
addition, various first-person shooter games feature a variety of guns and enemies. Doom is a
traditional first-person shooter game in which the difficulty rises as the game progressed
through the game  At different levels, different types of weapons and airfield are available,
and one must select weapons wisely in order to destroy enemies quickly, as a single weapon
is ineffective against all enemies. These are games in which the player takes on the role of a
hero, and they are all about weapons.. The player gains bigger and better weapons as the
games progress, and he or she must destroy bigger and enemies, giving the games an
addictive macho (power) aspect. Many of these games have recently taken historical twists,
allowing players to play as soldiers in Vietnam or World War II. For example Call of Duty.

Racing

These are simple races in which one player competes against one or more opponents. A wide
range of race styles and courses are available in racing games. The allure of these games is
that every time you win, you can improve your vehicle or unlock new cars and tracks. Need
for Speed and Mario Kart are two examples of this type of game.

1.9 Effects of Playing Violent Video games


Despite the fact that video games are intended to be fun, challenging, and sometimes
educational, the majority of them contain violent material. Violent video games increase
aggressive behaviour, aggressive cognitions, aggressive feelings, physiological arousal, and
decrease pro-social behaviour. General To illustrate the theoretical connections between
violent video game exposure and aggressive cognitions, attitudes, and behaviours, researchers
used the General Aggression Model (GAM). This model defines a "multi-stage mechanism in
which personological (e.g. violent personality) and situational (e.g. video game play and
aggression) input variables influence multiple associated internal states as well as the
outcomes of automatic and regulated evaluation (or decision) processes to contribute to
aggressive behaviour."

Online gaming and integration into day-to-day lives

More than half of gamers said they played multiplayer online playing games in their spare
time outside of school, college, or university, with a smaller percentage saying they did so at
work. These results indicate that gamers incorporate online gaming into their everyday lives
with  negative consequences. Results also showed that most gamers planned their gaming
around their daily education, work, and=or home tasks. For instance, one gamer reported that
he played after his children had gone to bed The results show that gamers tend to manage and
integrate their MMORPG playing into their lives but that a few play along with friends and
partners.. These results matched those of Cole and Griffiths, who discovered that 26% of
their sample played multiple player with family and friends in real life. The results are also
close to those of Whang and Chang, who investigated the lifestyles of online gamers and
compared their real-world values and attitudes to their simulated values and attitudes.

1.10 Online gaming, excessive play, and problems


The present study also showed that more than half of the gamers felt their game playing is or
was excessive. Just four gamers clearly said that their game playing was not excessive.
Excessive play had a variety of causes. One player, for example, said that the game's "end-
game raiding" content, as well as the social aspects of the game, drove him to play
excessively. Another gamer said that the social aspect of gaming, as well as ‘‘building his
gear," led to excessive gaming. The competitive nature of the virtual environment, the
culture, getting a lot of free time, a shortage of interesting alternative entertainment options
with the same relative ease of coming and going, and having to get their money's worth if
they had paid a subscription were all reasons for excessive gaming. For those who said their
game playing was excessive in the past, they provided similar responses to those who played
excessively at present. The gamers who said they did not play excessively described their
online gaming as a hobby. Online gaming tended to encourage excessive play to a large
degree, according to the results. The results revealed that gamers were conscious of their
gaming habits, and that many of them were excessive. Specific features of various online
gaming platforms have been identified as causing excessive play, which may have adverse
health effects for some players (such as missing meals and not exercising regularly). Future
studies should aim to use a quantitative metric to determine the level of excessive gaming.
There were also some insights into the addiction to online gaming. A fifth of gamers believed
that playing several video games was addictive. One gamer compared online gaming to a
drug, believing it to be highly addictive. Another gamer saw her repetitive playing and
became ‘‘hooked" by putting her skills to the test against others. These findings back up the
findings of Grusser et al., who discovered that 13% of gamers meet at least three addiction
requirements. However, the current research makes no argument that the participants' gaming
activity is linked to unhealthy social behaviour

1.11 Organisation of thesis

The Research work consists of five chapters:

1. Chapter 1: Introduction, this chapter consists of the introduction of the topic, all the terms
related to the topic are explained, and the summary of the entire chapter.

2. Chapter 2: Review of Literature, this chapter consists of a total nine reviews of


international, national and local studies related to the topic. It also consists of the
theoretical framework for the study.
3. Chapter 3: Research Methodology, this chapter consists of the research design,
Content Analysis for my study, the hypothesis related to the study, study parameters-
basis on which the content will be analysed, methods of data collection, limitations
for the data collection, operational definitions and the summary of the chapter.
4. Chapter 4: Data Analysis, this chapter consists of the list of the games and analysing
during the study, in depth analysis of individual shows based on the parameter.
5. Chapter 5: Conclusion, of the study

1.12 Summary

Nowadays, games have progressed beyond basic ideas like Pac Man's "eat the yellow dots."
Complex persistent virtual worlds (World of Warcraft, Lord of the Rings Online, Guild
Wars), competitive squad-based online shooting games (Counterstrike, Team Fortress 2), and
multi-user real-time strategy games are now all part of the gaming landscape (Starcraft 2,
Warcraft 3). Three percent of the 174 million gamers who play games on PC/Mac or video
game consoles are Extreme Gamers” (NPD, 2008). Extreme gamers put in 45 hours a week
on average. Extreme gamers spend two full days per week playing video games”. A computer
game system, also known as a "platform," is required to play a video game. Traditionally,
home systems have been classified into two categories: personal computers (PCs) and video
game consoles. A video game console is a small box that uses standardised cartridges, DVDs,
Blu-ray discs, or direct internet downloads to play games. With the exception of handheld
devices like the Game Boy, Nintendo DS, and Playstation Portable, most consoles are
equipped to be connected to a television. Since the commercial release of the first video game
consoles, such as the Magnavox Odyssey, in the early 1970s, gaming on both PCs and
consoles has been gradually improving.

CHAPTER 2 – REVIEW OF LITERATURE

2.0 Review of Literature: Introduction

A literature review surveys books, scholarly articles, and any other sources relevant to a
particular issue, area of research, or theory, and by so doing, provides a description,
summary, and critical evaluation of these works in relation to the research problem being
investigated. Literature reviews are designed to provide an overview of sources you have
explored while researching a particular topic and to demonstrate to your readers how
your research fits within a larger field of study.(source: Fink, Arlene. Conducting
Research Literature Reviews: From the Internet to Paper. Fourth edition. Thousand
Oaks, CA: SAGE, 2014.)
Literature refers to a group of published information/materials on a selected area of research
or topic, like books and journal articles of educational value.
A summary of the literature reports on previously available studies on a specific subject,
as well as the researcher's explanation and interpretation of it.

2.1 International Studies

Eshrat Zamani, Maliheh Chashmi and Nasim Hedayati (2009) in Addict health research
article “Effect of Addiction to Computer Games on Physical and Mental Health of Female
and Male Students of Guidance School in City of Isfahan” explained that the addiction to the
competition and excitement of games has made them the most popular entertainment
activities for today's youth, to the point that they would go to any extent to excel in the game;
they become so consumed in the game that they become totally disconnected from their
surroundings. Players are excited when they are able to overcome challenges and proceed to
higher levels in the game, but they are also frustrated if they lose the game. Pang, a computer
tennis game, was released in 1972, and since then, hardware and software systems have been
developed. The improvement in the quality and variety of games is spreading across society,
youth. Computer games, like watching TV, are assumed to provide opportunities for visual
learning. These games are considered to be more effective than watching TV because they
are more active. Since these games are considered as the second most popular form of
entertainment after television, opponents of these gaming focused on their negative effects,
such as stimulating violence, anger and rage, costing a huge amount of money, and having
negative effect on physical and mental health, which are much greater than the positive
results of the games, such as improved eye-hand coordination. Students who prefer online
games over other forms of entertainment have more behavioural issues than other students,
according to Klein and Keepers' study studies from 1990.In Iran, students spend a large
portion of their free time  playing  online  games. The attraction of these games among youth
is due to their excitement and accessibility, while  families do not have a clear plan for
students' free time and there are few options for their entertainment.

Daria j. Kuss and Mark d. Griffiths (2012) in Brain sciences research article “Internet and
Gaming Addiction: A Systematic Literature Review of Neuroimaging Studies” explained that
Excessive use of the Internet can lead to the formation of a behavioural addiction. Excessive
Internet use has been associated with a number of negative psychosocial effects, and Internet
addiction has been labelled as major challenge to mental health. The aim of this review is to
compile a list of all observational research that have used neuroimaging techniques to gain
insight on the evolving mental health issue of Internet and gaming addiction from a
neuroscientific viewpoint. Specific areas of the brain that are involved in the formation and
maintenance of addiction may be recognized. On a variety of levels, these studies provide
convincing evidence for the similarities between various forms of addictions, especially
chemical compound addictions and Internet and gaming addiction. On a molecular level,
Internet addiction is described by a lack of overall reward, which is reflected by reduced
dopamine receptor function On a neurological circuit stage, Internet and gaming addiction led
to neuroadaptation and structural changes as a result of increased activity in brain areas
linked to addiction over long periods of time. on a behavioural level, Internet and gaming
addicts tend to be restricted in their cognitive functioning in different   fields.  Understanding
the neural correlates of the development of Internet and gaming addiction will support future
research and open the way for the development of addiction treatment methods, according to
the paper. According to clinical evidence, Internet addicts suffer from a variety of biological,
sociological and psychological symptoms and causes. These include distinctiveness, mood
alteration, tolerance, withdrawal symptoms, conflict, and relapse, all of which are commonly
associated with substance-related addictions.
Jin - Liang Wang, Jia- Rong Sheng and Hai-Zhen Wang (2019) in Frontiers Public Health
research article “The Association Between Mobile Game Addiction and Depression, Social
Anxiety, and Loneliness” explained The relationship between mobile game addiction and
social anxiety, depression, and loneliness among youths was examined in this research. We
discovered that smartphone game addiction was linked to social anxiety, depression, and
loneliness. A more in-depth look at gender differences in the pathways from mobile game
addiction to these mental health outcomes was conducted, and the findings showed that when
teenage boys use mobile games addictively, they experience higher levels of social anxiety.
Limitations and consequences for mental health practise were also addressed. Many functions
of desktop computers have been moved to mobile devices such as the iPad gaming device
like ps4, nintendo, xbox and  smartphone, which is particularly important for game apps, due
to the rapid growth of mobile technology. Mobile video games are games that can be played
by a single player or a multiplayers  on a mobile computer that is connected to the internet.
You can connect your console to your phone for a better experience. These games are pretty
popular because they can be accessed for free.  According to the most recent China Internet
Network Information Center (CNNIC) survey, the growth rate of mobile online games has
reached 9.6%, with youth being the primary user group.

2.2 National Studies

Hitarth Himanshu Raja, Vishal Kanaiyalal Patel, Deepak Sachidanand Tiwari, Nirav Chanpa
Bhavin Kadavala, Niranjan Patel (2020) in research article “Gaming addiction: Study of
gaming characteristics and personality traits among the health professional undergraduates”
explained The aim of this study is to look into the relationship between gaming
characteristics and personality traits in gaming addiction. Game addiction was found in about
three-quarters of interns who played online games, spent money on gaming, and had been
playing for five years or more. Nearly 70% of addicted interns used multiple devices, and
91.42 percent of them even played games in their spare time. Gaming addiction   and gaming
variables were found to have a statistically significant relationship. Self-esteem and
sociability had negative and significant associations with gaming  addiction , while
neuroticism, aggression, and sensation-seeking had positive and significant associations.
Gaming addiction is common among intern doctors who have certain gaming characteristics.
It's linked to a lot of neuroticism, violence, and sensation seeking, as well as a low level  of
sociability and low self-esteem. Due to the simple availability and accessibility of gadgets
and the Internet in teenagers and young adults, gaming usage has increased (either offline or
online) as a part of free time. While, for the most part, playing video games is harmless and
may even have cognitive, social, or physical benefits, it is worth noting. Excessive game
playing can lead to various health issues in some users, with reports of game-induced seizures
and even deaths. According to studies, 2 percent to 16 percent of youths show  symptoms of
gaming addiction. Gaming addiction can pose a serious health risk, with negative
consequences for physical, social, and mental health. Sleep deprivation, eating disorders,
physical pressure and exhaustion, obesity, social incompetence, mood disorders, and
separation from friends and family are all linked to it. Gaming disorder has recently been
recognised as a separate condition in the new International classification of diseases-11.
Gaming characteristics such as game genre, time and money spent, gaming length, and
gaming devices have a good relationship with gaming addiction. Few published studies in
India have found a connection between gaming addiction and personality traits among
medical students. As a result, this research was designed to combine results from previous
studies on gaming characteristics, personality traits, and gaming addiction among health
professional undergraduates. Out of the 225 intern doctors, 176 (78.22 percent) had been
playing games for at least a year. Female interns made up 38.63 percent of those playing
games, while male interns made up 55.68 percent. The participants' average age was 22.9
years. Gaming addiction was found to be present in 19.88 percent of game users and 15.55
percent of all intern doctors. Participants were playing Candy Crush Saga, Subway Surfer,
Temple Run 2, Teen Patti, Ludo king, Clash Of Clans, Racing In The Car, Call Of Duty,
Grand Theft Auto and God of Rom frequently in mobile, laptop/PC, and gaming device.

Meera Iyer, Roopali Sharma (2020) in research article “Impact of internet overuse on
psychological well-being of adolescents during covid 19 shutdown” explained due to
nationwide lockdown of educational facilities due to the COVID 19 pandemic, youths have
turned to the internet for both schooling and entertainment. Excessive screen time has
resulted, which can have serious psychological effects. During COVID19, this
study examines the psychological well-being and internet addiction of youth aged 16 to 20
years. Youths   psychological well-being is inversely proportional to internet addiction, which
is inversely proportional to parental income accountability during the COVID crisis. A
correlational study revealed a negative relationship between internet addiction and all aspects
of psychological well-being. Statistical analysis revealed group differences as well as a
significant impact of internet addiction and parental income on youth psychological profiles.
To stop the spread of the COVID 19 pandemic, educational institutions have been forced to
close since March 2020. Due to the introduction of online courses, the internet has become
the official source of educational knowledge for children and youths. Due to a reduction in
their outdoor activities, teenagers tend to seek refuge in it for entertainment. This is shown by
a study that found a 97 percent increase in internet use between February and March 2020.
The majority of data use was for entertainment purposes, such as online games and movies.
An individual's inability to regulate his Internet use, which includes all online activities, is
referred to as Internet addiction.

Payal Dash, Gunjan Kumar, Vinay Suresan, Shishirendu Ghosai (2021) in research article
“Internet addiction among youth: A glimpse” explained In recent years, there has been a
tremendous increase in the use of the Internet in India, which has had a negative impact on its
users' mental health and sleep quality. The frequency of Internet usage among youth and its
impact during the COVID-19 pandemic are briefly described in this study. In today's world,
playing computer games or spending much of one's time online has become a popular
pastime for both teens and youth. The Internet has benefited a large number of people by
providing them with unrestricted access to information and entertainment. It has, however,
made them dependent on it. Millions of people have benefited from the Internet's powerful
growth, which provides them with limitless information and entertainment. Today, the
Internet plays a crucial role in a variety of fields, including communication, banking, gaming,
shopping, music, and many others. Last but not least, it has acted as a resource for all
academic classes during the COVID-19 pandemic. Since technology is so vast and ever-
changing, its advent has made people's lives both simple and reliant. As programming expert
Tim Berners-Lee invented the World Wide Web in 1990, the online portal in the world took
on a more familiar nature internationally. In the pattern of websites and hyperlinks, this is
actually the most popular mode of accessing data online. While it provides many advantages
and opportunities to its users, it has also been linked to a number of negative effects,
including cybercrime, bullying, harassment, online gaming disorder, depression, and
isolation, to name a few. In the last few years, India's use of the Internet has increased
dramatically. According to the exclusive document "Internet in India 2017," 60 percent of
India's 500 million internet users in 2018 will be academics, teachers, and youth, and the total
number of Internet users in our country is expected to rise to 666.4 million by 2023. As a
result, the aim of this study is to provide insight into the internet use patterns of Indian youth
and the situation during the COVID-19 lockdown. This is also known as problematic Internet
dependence or extravagant Internet usage, and it is described by out-of-control or improperly
controlled preoccupations, impulses, or habits related to computer use and Internet access that
cause anxiety or deterioration. During COVID lockdown, Anju investigated the effects of
gender and semester on Internet addiction and mental health among university students
pursuing professional courses. An online survey of 166 students was conducted, and they
were given the Internet addiction test as well as the Depression, Anxiety, and Stress Scale.
During the COVID-19 condition, students in the final semester ranked highest on Internet
addiction and mental health issues. According to the findings, male respondents have a high
level of Internet addiction and mental health issues. Internet addiction among children and
teenagers is a serious concern. , amount of time spent online, alcohol intake, and smoking
habits are all factors that indicate a high risk of digital addiction. As a result, Internet addicts
are more likely to suffer from mental depression and sleep disorders. Treatment for internet
addiction is a relatively new, but rapidly developing field of study with plenty of space for
expansion.

2.3 Local Studies

Deepak Goel, Alka Subramanyam and Ravindra Kamath (2013) ) in research article “A study
on the prevalence of internet addiction and its association with psychopathology in Indian
adolescents” explained The study's aim was to determine the prevalence of internet online
gaming addiction and its relationship to some psychopathology in Mumbai's college-aged
population. In the last decade, internet use has exploded not just in India but also around the
world. There is increasing concern about whether  this is excessive, and if so, whether  it
is form of an addiction. Those with excessive use internet had high risk of anxiety,
depression, and anxiety depression. The aim of this research was to look into the existence of
internet addiction and any related psychopathology in the younger age groups. We must learn
to distinguish heavy internet usage from addiction in this new age of internet use, and we
must be alert of psychopathology. In the last decade, the use of the internet has exploded not
only in India but also around the world. Some people use the internet for analysis, knowledge
seeking, interpersonal communication, and business transactions. In the other hand, some
people use it to engage in , excessive gaming, long-hour chatting and even gambling.
Concerns over what has been labelled "internet addiction" have grown around the world.
Males were slightly more likely than females to be addicted. The internet was mostly used by
moderate users and potential addicts for social networking, academic purposes, texting,
emailing, gaming, and uploading media files. For addicts, the intention of using the internet
was radically different. They spent more time on social media, texting, gaming  and
streaming music. In comparison to other people who used the internet in the mornings and
afternoons, most addicts used it more in the evenings and nights. When it came to the
location of internet access, some interesting observations were made. Around half of the
addicted youth worked part-time and used their office computers to access the internet. The
internet has been an important part of our lives over the last decade. We wanted to know how
common internet addiction is among Indian college students. Using Young's original criteria,
it can be divided into three categories: 74.5 percent are mild users, 24.8 percent are potential
addicts, and 0.7 percent are addicts. High anxiety, depression, and anxiety depression  were
identified by those on the addict end of the range.

Sachin R Gedam, Santanu Ghosh Lipsy Modi, Arvind Goyal, Himanshu Mansharamani (2017) )
in research article  “Study of internet addiction: Prevalence, pattern, and psychopathology
among health professional undergraduates” explained The internet has become an integral
part of our daily lives, especially among teenagers and young adults. It is primarily used for
education, entertainment, social networking, and sharing of knowledge. Its widespread use by
health-care professionals is becoming a major source of concern. Psychopathology and
internet addiction were found to have a strong connection. Male gender, login status,
emotional relations, and psychological distress were discovered to be significant predictors of
internet addiction in students. As a result, these factors should be considered when raising
awareness of problematic internet usage and educating students about how to use the internet
safely. The overall frequency of internet addiction was 19.85 percent, with 19.5 percent and
0.4 percent, respectively, for mild and serious addiction , gender, device ownership, preferred
time of internet usage, login status, and mode of internet access were all linked to internet
addiction. It was also linked to anxiety, depression, emotional/behavioural control loss,
emotional relations, life satisfaction, and psychological  distress, and lower psychological well-being.
The internet has become an integral part of our everyday lives. It is widely used around the
world, especially among adolescents and youth. Its misuse is linked to a variety of
psychological symptoms. The internet is used for a variety of purposes, including education,
entertainment, social networking, and information exchange. It assists in the practise of
evidence-based medicine, study and learning, access to medical and online databases, treating
patients in remote areas, and academic and recreational uses in the field of medicine and
healthcare. Internet addiction, internet addiction disorder, internet pathological usage, and
internet dependence are all terms used to characterise internet-related behaviour. According
to a new survey, 0.7 percent of Indian youth have the disease. Young people (those between
the ages of 18 and 24) were more likely than older people to become addicted to the internet.
Internet addiction, including alcoholism and compulsive gambling, has been proposed as a
new form of addiction and mental health issue since the mid-1990s. Preoccupation with the
internet, the desire to spend long periods of time online, frequent attempts to minimise
internet usage, withdrawal symptoms while reducing internet use, time management issues,
environmental discomfort, deception about time spent online, and mood adjustment by
internet use are all symptoms of internet addiction disorder. Internet addiction, according to
Young, is an impulse-control condition that does not include addictive substances.
Problematic internet use (PIU) has been linked to a shrinking social circle, depression,
isolation, lower self-esteem and life satisfaction, sensation seeking, poor mental health, and
poor family function, according to research. Anxiety and depression are also linked to PIU.
People with high internet addiction levels have higher average scores for obsessive ideation,
aggression, anxiety, depression, interpersonal sensitivity, and obsessive compulsive disorder
than those without internet addiction. Internet addiction has also been shown to have a
negative effect on students' psychological well-being in studies.

Sneha D. Patil, Jyotsna S. Deshmukh, Ketan R. Dagdiya (2017) ) in research article


“Prevalence and pattern of internet addiction among medical students” explained The
internet has become an integral part of our lives, and internet addiction is a rising problem
that has impacted many aspects of our lives. Given the possible negative health effects of
internet addiction, this study uses the Internet Addiction Test in Nagpur to investigate the
prevalence and trend of Internet addiction among medical students. Using Young's original
criteria, the rate of internet addiction was 3.68 percent. Males were found to be slightly more
addicted to the internet than females. According to the findings, (61.47 percent) were normal
users, (34.83%) were potential addicts, and (3.68%) were addicts. The use of the internet has
exploded in India and around the world.   This trend is expected to continue, as its use
becomes embedded in daily life. The internet has brought in significant change in the four
decades since its beginnings. It has enabled the free flow of information, including
entertainment, news, financial, and academic content. There has been increasing concern
around the world about what has been labelled "Internet addiction." Dr. Ivan Goldberg (1995)
coined the word "Internet addiction" to describe pathological compulsive internet use.
Griffiths (1998) classified Internet addiction as a form of behavioural addiction and a type of
technical addiction (such as computer addiction  and  gambling). In India, the recognition that
internet use may be a disorder is still in its early stages. Although the idea of Internet
addiction is still in its youth, research studies on the subject are few. There are few studies
that estimate the frequency of internet addiction in India. So, using Internet Addiction in
Nagpur, Maharashtra, this study aims to investigate the prevalence and trend of Internet
addiction among medical students. The students had an average age of 20. There were 275
males (56.35%) and 213 females (43.65%) among the students. Interns and First to Final
MBBS students were among the subjects. Third MBBS students accounted for the majority of
the students (34.42%), followed by second MBBS students (28.68%), first MBBS students
(22.55%), and interns (14.35%). According to BG Prasad Scale socioeconomic status can be
graded. The majority (61.48 percent) were from the upper middle class, followed by the
upper middle class (33.62 percent), the lower middle class (3.27 percent), and the upper
lower class (3.27 percent) (1.63 percent ) Internet addiction, according to Kandell (1998), is
"a psychological dependency on the Internet, regardless of the form of activity once logged
on."

2.4 Theoretical Framework

Flow theory and Online Game

Flow experiences are those that are ideal and satisfying in which we feel in charge of our
behaviour, masters of our own destiny, and we feel a sense of excitement and deep pleasure.
As a consequence, flow is more of an emotional state that occurs during the user's action.
Power, focus, curiosity, and interest are the four flow components defined by
Csikszentmihalyi. , they believe, that it  constitutes the level to which (1) the user perceives a
sense of power over the computer interaction, (2) the user's curiosity is stimulated during the
interaction, (3) the user perceives that his or her attention is centred on the interaction,  and
(4) the user considers the interaction intrinsically fascinating within the human-computer
interaction experience. Flow theory, also known as the "psychology of ideal experience," has
been applied to Internet activity in recent years by some studies. Cyberspace activity has been
found to be strongly associated with flow experience, according to studies. The experience of
flow ( enjoyment, lack of self-consciousness), behavioural properties of the flow activity
(seamless sequence of responses encouraged by interactivity with the machine and self-
reinforcement), and its antecedents (skill/challenge balance, concentrated attention, and
virtual reality) are all defined by Hoffman and Novak. Flow is strongly linked to online game
activity because in online games, continuous ranking, promotion, immediate reviews, and
achieving self-satisfaction have all become channels for improving Internet users' individual
self-esteem. As a result, the states defined by flow state can be experienced and accomplished
by online games, such as simple goal and immediate feedback, challenge encounter and
adequate ability, combination, sense of control, curiosity, loss of self - consciousness
purposeful experience, and inner interests. On the internet, Hwang discovered that while
using the Internet, college students go into a flow state. Choi and Kim  discovered that
people prefer to play online games if they have a good time, and that flow condition affects
user loyalty.   Users reasons for online gaming have an effect on their flow state and online
game addiction. In the Korean generation, Kim and Park described seven needs for online
games: escape, relaxation, culture, character/compensation, satisfaction, entertainment, and
pass time. They discovered that the desire for entertainment affects immersion, while the
desire for community has a great influence on addictive behaviour in online games.
Social Learning Theory:

Albert Bandura came up with this theory. Human violence, he claims, is primarily taught
from watching other people act violently in real life , in movies or by playing games . It is
often established when violence is rewarded. This theory is founded on two important
concepts. Aggression is learned from social behaviour and sustained by other factors,
according to this theory. If an animal or person receives a positive reinforcement (such as
food or a toy) after committing an aggressive act, they are more likely to replicate the
behaviour in order to obtain more rewards.
As a result, the aggressive act becomes favourably correlated with the reward, encouraging
more aggressive behaviour. Aggression may be learned and managed in a number of ways,
according to some theories. Simple operant conditioning is one way of learning violent
behaviour. Acts of violence become more common and aggressive as a result of modelling
the behaviours of TV, movie, or online gaming characters. Researchers believe that once
violent behaviours are developed, other factors such as self-reinforcement, in which the
aggressive person is proud of his or her harmful behaviour, help to keep them in place. Other
requirements that must be met include both tangible and intangible incentives. Because of the
reinforcement received, if a person receives money or a medal for hurting or harming
someone, that person is more likely to commit violent actions in the future. 

General Aggression Model

The General Aggression Model (GAM) was created by Anderson and colleagues to describe
the theoretical connections between violent online game exposure and aggressive cognitions,
attitudes, and behaviours.
This model defines a "multi-stage mechanism in which personal logical (e.g. violent
personality) and situational (e.g. video game play and provocation) input variables influence
multiple associated internal states as well as the outcomes of automatic and regulated
assessment (or decision) processes to contribute to aggressive behaviour." Anderson and Dill
(Anderson & Dill, 2000). GAM distinguishes between  short term and long term impact of
video game violence on the gamer. GAM expects that both short-term and long-term
consequences of violent video games will occur.  The current internal state of a person may
be influenced by a variety of input variables, including the person and the situation. ‘‘Short-
term exposure to violent video games increases aggression by priming aggressive thoughts,
which leads to a rise in violent feelings or activation." In the short term, trait aggression may
act as a moderator of the effects of violent material, as offensive thoughts and feelings may
be easier to reach for more aggressive people. Long-term exposure to violent material can
lead to the formation, reinforcement, and over-learning of aggression-related information
structures. These awareness systems include hostile attribution bias, aggressive behaviour
towards others, assumptions that others will act violently, favourable attitudes about the use
of violence, and the assumption that violent solutions are the best solution.
2.5 Summary

The internet is a technical platform that has become an integral part of our lives, with its user
base growing at an exponential rate (Isman and Dabaj, 2004; Yapici, and Akbayin, 2012).
Young first proposed the idea of internet addiction in a pioneering article (1996). In the
twentieth century, the Internet quickly became a part of human life. It took us less than ten
years to acknowledge that it had spread across the world, including developing countries. It
has not only become a global source of information, but also the fastest mode of
communication. Online gaming disorder (also known as Internet use disorder, Internet
addiction, or gaming addiction) is a pattern of repetitive and sustained internet gaming that
causes a slew of cognitive and behavioural symptoms, including gradual loss of control over
gambling, tolerance, and withdrawal symptoms that are similar to those seen in drug use
disorder. Individuals with internet addiction, including those with drug abuse disorders,
prefer to sit at a computer and gamble despite neglecting other tasks. They usually devote 8-
10 hours or more per day and at least 30 hours per week to this endeavour. They always go
without food or sleep for long periods of time (DSM 5). The internet has a negative impact on
people's daily lives and disrupts their psychological well-being. Shyness, depressive
symptoms, and low self-esteem, according to studies on the causes of internet addiction
(Aydin and Sari, 2011), are associated with an increased risk of internet addiction (Yang and
Tung, 2007). As internet addiction grows, so do the dimensions of happiness (Waldo, 2014).
Well-being is a healthy and long-lasting state of being that encourages people, communities,
and nations to survive and thrive. The term "psychological well-being" refers to the state of
one's mind when one's life is going well.
CHAPTER 3- RESEARCH METHODOLOGY

3.0 INTRODUCTION

To answer questions or solve problems, research is a scientific and systematic study that uses
disciplined methods. Research's ultimate aim is to create, refine, and broaden a quantity of
evidence. A research design is the determination and declaration of the overall research plan
or methodology used for a specific project. It is at the centre of the planning process. The
plan, structure, and technique of an investigation designed to obtain answers to research
questions while controlling variance is referred to as research design. The specification of
methods and procedures for obtaining the information required is known as a research design.
A research design is a set of conditions for data collection and analysis that seeks to combine
relevance to the research goal with convenience of use. It is the project's overall operating
pattern or structure that specifies what information is to be gathered from which source and
by what method.

3.1 Research design

The research will be made thorough by conducting a Quantitative study wherein the
responses of the sample space will be collected via a structured questionnaire made in Google
forms. The forms will also be circulated in digital format. Data collection method is primary
assisted by secondary data collection method.

3.2 Need of the study


The need of the study is between  internet addicted and non-addicted students is to raise
awareness about the dangers of internet addiction to people's physical and mental health. In
this context, an attempt will be made to investigate gender and internet addiction variations in
anatomical causes, anxiety, and mental health.

Many studies on internet addiction have been undertaken in Western countries, and a few
Asian countries have also investigated this problem, but no such attempt has been made in
India. The aim of this study is to raise awareness about the harmful effects of internet
addiction on people's physical and psychological health.

3.3 Statement of the problem

To study  the psychological effects of playing video games on young people's addiction

3.4 Purpose of the study

The purpose of this research is to develop a hypothesis about what causes video game
addiction among university students. The end aim is to figure out what causes students to
become addicted to video games while also learning more about computer game addicts'
social norms and everyday behaviours.

3.5 Objective of the study

1 To determine the psychological impact of adolescents playing violent video games

2 To connect hours spent playing violent video games with one's favourite game.

3 To link the level of violence experienced when playing violent video games to demographic
variables.

4 The aim of this study was to link the level of stress of playing violent video games with the
act of playing violent video games.

3.6 Scope of the study

This research shows that game addiction is still a relatively recent condition for which mental
health professionals are researching how to develop some preventions, especially for
students. Excessive computer usage is an issue that can have significant unintended
consequences for both the consumer and those around them. Furthermore, focusing on the
consequences of playing video games has physical and psychological consequences. This
study may provide answers to the issue and, as a result, may aid in the discovery of ways to
gradually avoid and prevent this type of addiction. In this regard, using the knowledge
obtained, they might be able to find remedies for the effects of gaming addiction on certain
students' academic results.

3.7 Hypothesis

H1 The need to learn a game's gameplay increases the amount of time spent playing online
games

H2 The need to reduce amount of time spent on gaming and is successful.

H3 The need to understand relationship between the weight, loss of sleep and gaming
addiction.

H4 The need to understand if they snap, scream or get irritated when someone interrupts
them while they are playing

3.8 Study variables

Variables refer to the things that change in an experiment. Any factor, attribute, or condition
that may occur in different quantities or types is referred to as a variable. There are three
types of variables in most experiments: independent, dependent, and regulated. The
independent variable is the one that the scientist changes. The scientist focuses his or her
experiments on the dependent variables to see how they react to the change in the
independent variable. A dependent variable is a variable that is dependent on or is a product
of another variable, whereas an independent variable is a variable that is relative to the
dependent variable.

1. Independent variables

 Demographic Variables - Age, Sex , Education , Parental Occupation , Income ,


Religion

 Variables of Violent video game playing - Duration of Playing , Place of Playing ,


Time of Playing , Hours of Playing , Frequency of Playing, Favourite game , Reason
for Playing
2. Dependent Variable

 Physiological variables - Respiration, Pulse, Blood pressure, Weight

 Psychological Variables - Aggression , Stress


3.9 Locale of the study

The sample space for this study constitutes of 150 samples from three major divisions of
Mumbai- Central, Western and Harbour.

3.10 Selection of samples

These 150 samples were selected through simple random sampling technique. Their
responses were collected via a structured questionnaire circulated through Google forms.

3.11 Distribution of sample size and study area

Sr.no Study area Number of


respondents
1 Harbour area 40
2 Central area 40
3 Western area 40
TOTAL 120 samples

3.12 Tool of data collection

a) Primary data collection for this study

As mentioned earlier, the total sample space for the study is 150 respondents, with 50
samples are from the Central division Western division, and Harbour division each. Of all
these 50 samples, would be 30 males and 20 females in each division.

b) Secondary data collection for this study

I have collected articles, academics, books, and other publications in the review of literature
section that have printed material as close to my subject as possible. These have been
extremely beneficial and have given me a better understanding of my subject.

3.13 Pilot study

In the pilot study that was conducted by me for this topic, 15 people were sent the
questionnaire of which, 60 % respondents were males and 40 % were females. The
respondents were required to answer questions about age 53.3% were from age group 19-25,
20% were 26-32 and 12-18 and 6.7% were 33-39. 80% played video games, 13% played
sometimes, 6.7% were maybe playing.53.3% played daily, 26.7% played 3-5 days a weeks,
13.3% played 1-2 days a week and 6.7% played sometimes. 93.3% preferred to download it,
40% preferred to buy it, 20% preferred to borrow it and 13.3% preferred to rent it. 93.3%
prefer to play games on mobile phones, 46.7% prefer to play games on laptop/
desktop, 40% PlayStation, 40% prefer to play games on Nintendo and 26.7% 40%
prefer to play games on tablet.

3.14 Statistical analysis

The study of gathering data and identifying patterns and trends is known as statistical
analysis. This study employs percentage analysis, which is one of the statistical analysis
techniques. It's determined by dividing the number of responses for a specific answer by the
total number of responses, then multiplying by 100

3.15 Operational Definitions in the study

Psychological well-being - involves a number of factors. Psychological well-being refers to


an individual's development of concepts in order to be able to feel comfortable. Individuals
should be able to postpone their suffering in this sense, and they should be able to do so and
struggle even though their psychological well-being suffers.

Anxiety - consists of the following symptoms: The anxiety refers a collection of symptoms
and signs that are clinically linked to elevated levels of evident anxiety, such as nervousness,
stress, and trembling, as well as panic attacks, feelings of fear, discomfort, and terror, as well
as some of the physiological correlates of anxiety.

Gaming disorder - is described as "a pattern of gaming behaviour characterised by impaired


control over gaming, increased priority given to gaming over other activities to the point
where gaming takes precedence over other interests and daily activities, and continued or
escalation of gaming despite negative consequences."

Playing Games Online - To properly define the terminology, the word "online game" must
first be broken down into its constituent parts: online and game. At its most basic level, the
term "online" refers to any activity that occurs through the use of the Internet.

Online Games with a Massive Multiplayer - Ability Multiple player online games are known
as Massive Multiplayer Online Games (MMOG). The games vary from traditional online
games in that they have the technical capability to host hundreds of thousands of players in
one persistent environment.
3.15 Summary

This chapter meticulously describes the research design that will be used to carry out this
study. It also includes hypothesis which will prove right or wrong during data analysis. New
words and terms are described so that the reader finds it easier to understand the study.

CHAPTER 4 – DATA ANALYSIS

4.1 Introduction of the topic

India is one of the top five markets in the world, with a sales goal of $ 1.1 billion by 2020.
This creates a massive opportunity for both Indian  and international game app developers to
target the Indian gaming market. Increasing internet density, low-cost mobile phones, digital
literacy, digital payments, the availability of affordable data plans, and a variety of interesting
and affordable games in the market are all driving the industry's rapid growth. Clash of Clans,
Candy Crush, and PUBG are among the most popular games among young Indians, who
spend long hours engaged in the gaming interface.
Multiplayer games have the added advantage of being socially engaging because players
must engage and create alliances in order to accomplish clear objectives. They keep players
more engrossed in gaming events, resulting in more time spent doing so.
Because of the fact that millions of people are remaining indoors due to the Covid-19
pandemic, online gaming is exploding. Counter-Strike: Global Offensive and Call of Duty
Mobile are extremely common among Indian youth. According to a recent study, video
gaming has affected people's physical and mental health. According to the India Digital
Wellness Report by NortonLifeLock Inc, 87 percent of respondents agree that online gaming
has an effect on their physical and mental health. Almost 76 percent of those polled agree that
their addiction to action games has caused them to change their behaviour and that it can
trigger depression and anxiety. Theft, cyberbullying, spam, and credit card theft, to name a
few, are all threats that exist on the virtual playing field,” said Ritesh Chopra, Director,
NortonLifeLock.
Children and adolescents are massive fans of online gaming. Gaming is still one of the most
common online activities among 5-16 year olds, according to annual research conducted by
OFCOM, with many of them gaming on mobile devices and going online using their games
console. Most games now have an online component that allows users to participate in leader
board, community games, and talk with other players. Internet access in a game opens up new
possibilities for gamers by allowing them to find and play with other players. This may be
their friends, colleagues, family members, or even other game players from all over the world
(in a multi- player game). We recognize that parents have concerns and questions about
games, including the types of games their children play, who they might be chatting with, and
how much time they spend playing. Interactive games cover a wide variety of interests, from
sports-related games to mission-based games and missions that encourage users to complete
tasks, and they can allow users to connect and play together.

4.2 Demographic details of the respondents

A total of 120 people have been surveyed. The respondents are all Mumbai citizens, and the
survey covers the city's three major divisions: Central, Western, and Harbour.  Age group
was chosen is from 12-39 since my topic was Study on the impact of online gaming and its
addiction on psychological well-being amongst youth

Details Characteristics Percentage Total


Gender Male 57.7% (71) 123 response

Female 42.% (52)


Age 12-18 16.7% (20) 123 response

19-25 60.1% (75)

26-32 23% (27)

33-39 0.8% (1)


Education Student 57.7% (71) 123 response

Self - employee 42% (52)


Area Western Mumbai 32.4% (37) 123 response
Central Mumbai 35.3% (49)

Harbour line 32.4% (37)

In this above table out of 120 responses 71 were male and 52 were female. 75 respondents
were between 19-25 age group, 27 were between age group 26-32 20 respondents were
between age group 12-18. Around 71 were still students and 52 were working. 49
respondents were from central Mumbai, 37 were from western Mumbai and harbour line.

Area of the respondent

4.3 Frequency of Playing Violent Video Games


In the above question, 61% (75) liked playing games daily,14% (18) responders played 3-5
days a week, 13% (16) responders played occasionally, whereas only 11.4% (14) responders
played 1-2 days a week. This indicates that online games had a significant influence on the
responders.

Interpretation : in the above table shows that 75 responders play online games daily in their
free time. 90 percent of youth spend roughly 30 minutes a day playing video games. Online
gaming has increased since last decade. Children and youth like to plays more online games
or video games then playing outdoor sports. Gamers between the ages of 18 and 45 prefer to
play video games, while those 46 and up prefer to watch movies and television shows. For
18-25 year olds, watching gamers play video games online is more popular than watching
sports.

Hours of Playing Violent Video Games

In the above question 35% (45) responders spend 6 or more hours playing online games or
video gamers for, 23.6 % (29) spend 5-6 hours played online gaming and 24.4% (30) spend
1-2 hours playing whereas 17.1% (21) spend 3-4 hours playing games.
Interpretation : Now days youth likes to spend majority hours on mobile, tab, laptop etc.
Game enthusiasts spend all of their leisure time playing digital games and trying out the most
recent game to hit the market. They become addicted to digital gaming over time. On
weekday youth spent 2-4 hours playing online games whereas on weekends youth usually
spends more 6 hours playing video games. Instead of doing other things, youth choose to
spend their leisure time playing games. Youth like to play at night rather than during the day.

4.4 Platform used for gaming


In the above question 86.2% (106) respondents love to play games on mobile phones 60.2%
(74) like to play games on tablet 51.2% (63) play games on gaming console PlayStation
46.3% (57)play on Nintendo and 4.1% (5) on other platform.

Interpretation : Despite increased competition from both the console industry and mobile
gaming platforms, PC gaming remains one of the most popular types of video gaming. While
mobile gaming is popular across all genders, female gamers are more likely than males to
prefer mobile platforms, which is mirrored in the most popular gaming genres for both
genders. And, as more and more people choose to buy their games digitally instead of
physical copies, with 80% of video games now being digital, this number is expected to
continue to grow. This has been echoed in next-gen consoles releasing digital-only versions
at lower costs to cater for this growing digital-only market.

4.5 Genre preferred for playing games


In the above question 78.9% (97) love playing puzzle games 70.7% (87) played board games
69.9%(86) cards games 65% (80)action games 60.2% (74)racing games 58.5% (72) first
person shooter gamer and fighting games 35.8% (44) 2.4% (3) 0.8% (1) sports games.

Interpretation : Casual single-player games like Candy Crush, Angry Birds, and Spider
Solitaire are the most popular , while first-person shooter games like Call of Duty, Destiny 2,
and Overwatch are the second most popular, with their popularity increasing by more than
6% in the last year. Youth usually get attaracted to games which involves fighting,
racing,shooting,story,machines,weapons etc. nowdays youth are more into playing games on
nintendo or playstation which can make gaming expereince to different level.

4.6 Reason for Playing Violent Video Game

In above question the reason for playing online gaming were as follows 78%(96)
respondents played to relieve stress, 59.3% played because it was their favourite game
56.9%(70 ) played because they were bored 55.3% (68) played because it was challenging
52.8% (65)play because of good gameplay and narration.
Interpretation : Youth play games because of various reason. One can be Passing
time/escapism They believe that playing games provides them with something to do when
they have nothing else to do, and that when they are bored, time goes quickly.. Second reason
can be Entertainment Because playing engages, and satisfies, entertains them, as well as
being exciting and thrilling. Third reason cab be Competition/challenge Because they like
competing with other players to complete a level or win the game, getting to the next level is
extremely fulfilling, allowing them to show their peers that they are the greatest. Fourth can
be Role-playing games/fantasy Because playing it allows me to pretend to be
someone/somewhere else; they like the thrill of becoming an alter ego in this game; they love
trying out new roles and personalities with their character; they love doing something they
couldn't do in real life through this game; they appreciate being immersed in a fantasy world;
they love role-playing my character; they appreciate being immersed in a fantasy world; they
love role-playing my character; they love role-playing my character; they love role-playing

4.7 Single player or multi player games

In the above question 60.2% (74) preferred playing both single player and multiple player
27.6% (34) preferred multiple player and 12.2 % (15) preferred single player.

Interpretation : One-player games are entertaining and a great way to keep kids entertained,
learning, and -often- quiet. In terms of the types of problems that a player experiences, single-
player games are distinct. A one-player game is a battle alone against an element of the
environment (an artificial opponent), one's own talents, time, or chance, as opposed to a game
with several players competing with or against each other to attain the game's goal. Many
"single-player" games can actually be classified as puzzles. A multiplayer game is one in
which multiple players compete against each other or form teams. Because players can create
and switch coalitions, games with numerous independent individuals are difficult to analyse
formally using game theory. A multiplayer game is a video game in which multiple people
can play the same game at the same time. However, the same specific game area, not just the
same game,  The different players are all in the same match, server, or level at the same time,
experiencing everything in real-time.

4.8 Peoples reaction for gaming

In the above question 31.7% (39) were blamed frequently for playing gaming whole time,
26.8% (33) were blamed always as they played when ever they were free , 17% ( 21) were
blames often, 13% (16) were sometimes blamed and 11% (14) were blamed rarely.

Interpretation : Addiction to video games can be dangerous if teens are unable to engage in
any outdoor activity other than gaming. All of this is linked to excessive video game play. In
the year 2002, a young guy was discovered dead in a cybercafe's bathroom in Kwanju, South
Korea. He was earlier alleged to have been addicted to a computer, deprived of sufficient diet
and sleep,  which caused her kid to suffer from seizures and, as a result, death. According to
the article, he played an average of 48 hours a week. He played Nintendo. Youth who are
always thinking about their next video game, creating ways to get back to the game, rejecting
former activities that are unrelated to video games, or avoiding social gatherings involving
personal connection because they are spending too much time talking video games through
the Internet may be signs of an addiction, according to the On-Line Gamers Anonymous
website.

4.9 Level of aggression when someone interrupts while playing

In the above question 79.7% (98) said yes when someone interrupts them while they are
playing they often snap, scream or get irritated, 11.4% (14) said maybe they snap, scream or
get irritated 8.9% (11) said they don’t snap, scream or get irritated.

Interpretation : Many of these games contain explicit acts of violence, ranging from war
simulations to vehicle thefts. Many of these games are geared for youngsters. Violent pictures
of people or animals being killed can be found in some of the most popular games. In
addition, sexual exploitation, drug use, and criminal activity are regularly depicted. This
value is shown by the amount of time spent by the player in the video game, which allows
him to play without becoming bored because the game is simple enough for his abilities.
Furthermore, because it necessitates a higher skill level, the player does not become tired and
exit the video game. Ownership of this information allows game designers to create dynamic
video games in which the environment and style of the game alter according to the abilities
and skills of the players. youth are into the game and winning it so when someone interrupts
in between the game to do some work or anything else they snap, scream, get irritated
because they are so focused on game and wanting to win the game and get distracted and
loose their focus that can lead to loosing it so they feel frustrated that they have to start all
over again. As they level up or reach higher level, it becomes difficult to win the game.

4.10 Increase duration of playing

In the above question 30.9% (38) always extend their time limits, 26% (32) frequently said
they think only 5 minutes, 18.7% (23) occasionally need to increase their time, 13.8% (17)
often think last 5 minutes and play too much and exhaust themselves, 10.6% (13) rarely think
few more minutes.

Interpretation : Dynamic video games, in which the environment and style of the game can
alter according to the players' talents and capabilities. the amount of time a player spends
playing a video game in order to avoid boredom because the game is easy enough for his
talents. Furthermore, because it requires a greater degree of expertise, the player does not
become exhausted and abandon the game. Its because of the good gameplay, story, its
challenging so it engages youth to play more and more.

4.11 Trying to combat addiction

In the above question 30.1% (37) frequently try to reduce amount of time spent on gaming
but are successful, 25.2% (31) always fail to reduce the amount of time spent online, 17.1%
(21) occasionally feel the need to reduce amount of time they are online, 16.3% (20) rarely
have to reduce time online and 11.4% (14) often feel the need to reduce time spent online but
failed.

Interpretation : It is very hard to stop yourself from playing the game because one is so into
the game and so fun and challenging and you always want to clear the levels quickly so it
difficult it resist. All or most of the time, you're thinking about gaming. When you can't play,
you feel horrible and need to spend more and more time playing to feel good. Not being able
to stop playing or even wanting to do other activities you used to enjoy Are you having issues
at work, school, or at home as a result of your gaming?

4.12 Feeling when not playing games

In the above question 72.4% (89 )said yes that they feel sad, moody, depressed while they are
not playing gaming, 18.7% (23) said no they don’t feel sad, moody, depressed while they are
not playing gaming and 8.9% (11) maybe they feel sad, moody, depressed while they are not
playing gaming.

Interpretation : All or most of the time, you're thinking about gaming. If you're unable to
play, you may feel depressed. To feel happy, you need to spend more and more time
playing. Not being able to stop or even reduce the amount of time spent playing, You don't
want to do the things you used to enjoy. If you're having issues at work, school, or at home as
a result of your gaming, Despite these issues, I'm still playing. Lie to your friends and family
about how much time you spend playing. Using video games to alleviate negative emotions
and feelings

4.13 Spend more time playing online games than hanging out with
friends and family

In the above question 41.5% (51) rarely think that spend more time on gaming than with
friends and family, 21.1% (26) frequently feel think that spend more time on gaming than
with friends and family, 17.1% (21) always spend more time on gaming than with friends and
family, 13.8% (17) occasionally spend more time on gaming than with friends and family
and 6.5% (8) often think that spend more time on gaming than with friends and family.

Interpretation : More than half of parents who said their teen played every day said their child
played for at least three hours a day. Almost half of parents think gaming interferes with their
children's family activities "often" or "frequently." The more time boys and girls spent
playing video games without their friends on the weekends, the less time they spent with their
friends in other activities. For some gamers, problems with their  friends, or family members
arose as a result of the gamers' obsession with their games.  Parents and children often have
opposing viewpoints on digital games, such as the appropriateness of game material, gaming
habits, and other real-life priorities, resulting in gaps in the amount of time spent playing
digital games. Parents and children often have opposing viewpoints on digital games, such as
the appropriateness of game material, gaming habits, and other real-life priorities, resulting in
various criteria for playing digital games and the amount of parental monitoring required.
They have frequently expressed dissatisfaction with their parents about game play,
particularly when their play was interrupted, halting their game progress, for example.

4.14 Health issue due to last night gaming

In the above question 57.7% (71) strongly agree that they loose sleep as they play last night
online games, 22% (27) were neutral about that the loose sleep as they play last night online
games, 8.1% (10) agree that they loose sleep as they play last night online games, 8.1% (10)
disagree that they loose sleep as they play last night online games and 4.1% (5) strongly
disagree that they loose sleep as they play last night online games.

Interpretation : Gaming has the potential to obstruct ordinary activities. Gamers of all levels,
from beginners to aspiring experts, say they've missed out on daily activities as a result of
playing video games for extended periods of time. If their parents don't limit how long their
children can play video games, they may end up playing till late at night. . Delayed sleep is
the most common problem in all of the countries surveyed. And, with 80 percent of video
games now being digital, this number is projected to continue to rise as more consumers
choose to acquire their games digitally rather than physically. This has been reflected in the
release of digital-only versions of next-generation  consoles at cheaper prices to cater to the
rising digital-only market. Teenagers' health may be harmed if they spend all of their leisure
time playing video games, skipping meals, or losing sleep as a result of their gaming.
Backaches, headaches, eyestrain, and carpal tunnel syndrome discomfort and numbness in the
wrists, hands, shoulders, and elbows are some of the medical difficulties that people may
experience.

4.15 Summary of the study

After 120 survey was done the data was collected and most important
questions from the survey have been put together in this chapter along
with table and pie charts for percentage and tables for numerical
reference.

CHAPTER- 5 DISCUSSIONS AND CONCLUSIONS

5.1 Introduction of the topic


India is one of the top five markets in the world, with a sales goal of $ 1.1 billion by 2020.
This creates a massive opportunity for both Indian  and international game app developers to
target the Indian gaming market. Increasing internet density, low-cost mobile phones, digital
literacy, digital payments, the availability of affordable data plans, and a variety of interesting
and affordable games in the market are all driving the industry's rapid growth. Clash of Clans,
Candy Crush, and PUBG are among the most popular games among young Indians, who
spend long hours engaged in the gaming interface.

Multiplayer games have the added advantage of being socially engaging because players
must engage and create alliances in order to accomplish clear objectives. They keep players
more engrossed in gaming events, resulting in more time spent doing so.
Because of the fact that millions of people are remaining indoors due to the Covid-19
pandemic, online gaming is exploding. Counter-Strike: Global Offensive and Call of Duty
Mobile are extremely common among Indian youth. According to a recent study, video
gaming has affected people's physical and mental health. According to the India Digital
Wellness Report by NortonLifeLock Inc, 87 percent of respondents agree that online gaming
has an effect on their physical and mental health. Almost 76 percent of those polled agree that
their addiction to action games has caused them to change their behaviour and that it can
trigger depression and anxiety. Theft, cyberbullying, spam, and credit card theft, to name a
few, are all threats that exist on the virtual playing field,” said Ritesh Chopra, Director,
NortonLifeLock.
Children and adolescents are massive fans of online gaming. Gaming is still one of the most
common online activities among 5-16 year olds, according to annual research conducted by
OFCOM, with many of them gaming on mobile devices and going online using their games
console. Most games now have an online component that allows users to participate in leader
board, community games, and talk with other players. Internet access in a game opens up new
possibilities for gamers by allowing them to find and play with other players. This may be
their friends, colleagues, family members, or even other game players from all over the world
(in a multi- player game). We recognize that parents have concerns and questions about
games, including the types of games their children play, who they might be chatting with, and
how much time they spend playing. Interactive games cover a wide variety of interests, from
sports-related games to mission-based games and missions that encourage users to complete
tasks, and they can allow users to connect and play together.

5.2 General findings and summary

The research was to study the impact of online gaming and its addiction on psychological
well-being amongst youth. The purpose of this research is to develop a hypothesis about what
causes video game addiction among university students. The end aim is to figure out what
causes students to become addicted to video games while also learning more about computer
game addicts' social norms and everyday behaviours. The need of the study is between
internet addicted and non-addicted students is to raise awareness about the dangers of internet
addiction to people's physical and mental health. In this context, an attempt will be made to
investigate gender and internet addiction variations in anatomical causes, anxiety, and mental
health. Many studies on internet addiction have been undertaken in Western countries, and a
few Asian countries have also investigated this problem, but no such attempt has been made
in India. The aim of this study is to raise awareness about the harmful effects of internet
addiction on people's physical and psychological health. The research was to see how many
youngsters were addicted to online gaming.

Addiction to online games usually starts in early adolescence. Spending most or all available
hours playing a video game, decreased work and/or educational productivity, preferring to
play video games rather than socialise and/or sleep, lying or being secretive about video
game use, and avoiding or no longer engaging in other activities to spend more time playing
video games are all early warning signs of video game addiction. The majority of respondents
played online games everyday. The majority spent 6 or more hours playing gaming, majority
respondents played to relieve stress, played because it was their favourite game , played
because they were bored, played because it was challenging and play because of good
gameplay and narration. According to the data majority strongly agree that they loose sleep
as they play last night online games. The majority said yes when someone interrupts them
while they are playing they often snap, scream or get irritated Casual Single-Player games
such as Candy Crush, Angry Birds, and Spider Solitaire, are the most popular, and First-
Person shooter games including Call of Duty, Destiny 2 and Overwatch, are the second
most popular type of video game played. The majority said yes that they feel sad, moody,
depressed while they are not playing gaming.

5.3 Major findings of the study

5.3 (1) Demographic detail

a) in the survey researcher collected 120 samples which included 71 (57.7%) men and 52
(42.%) female.

b) Age there were 75 (60.1%)respondents were between 19-25 age group, 27 (23%)were
between age group 26-32, 20 (16.7%) respondents were between age group 12-18.

c) education there are 71 (57.7%) Student and 52 (42%) self – employee

d) area there are 37 (32.4%) western Mumbai, 49 (35.3%) Central Mumbai, 37 (32.4%)
harbour line

5.3 (2) rest finding

a) 35% (45) responders spend 6 or more hours playing online games or video gamers for,
23.6 % (29) spend 5-6 hours played online gaming and 24.4% (30) spend 1-2 hours playing
whereas 17.1% (21) spend 3-4 hours playing games.

b) 61% (75) liked playing games daily,14% (18) responders played 3-5 days a week, 13%
(16) responders played occasionally, whereas only 11.4% (14) responders played 1-2 days a
week. This indicates that online games had a significant influence on the responders.

c) 86.2% (106) respondents love to play games on mobile phones 60.2% (74) like to play
games on tablet 51.2% (63) play games on gaming console PlayStation 46.3% (57) play on
Nintendo and 4.1% (5) on other platform.

d) 78.9% (97) love playing puzzle games 70.7% (87) played board games 69.9%(86) cards
games 65% (80)action games 60.2% (74)racing games 58.5% (72) first person shooter
gamer and fighting games 35.8% (44) 2.4% (3) 0.8% (1) sports games.

e) 78%(96) respondents played to relieve stress, 59.3% (73)played because it was their
favourite game 56.9%(70 ) played because they were bored 55.3% (68) played because it
was challenging 52.8% (65)play because of good gameplay and narration.

f) 60.2% (74) preferred playing both single player and multiple player 27.6% (34) preferred
multiple player and 12.2 % (15) preferred single player.
g) 31.7% (39) were blamed frequently for playing gaming whole time, 26.8% (33) were
blamed always as they played when ever they were free , 17% ( 21) were blames often, 13%
(16) were sometimes blamed and 11% (14) were blamed rarely.

h) 79.7% (98) said yes when someone interrupts them while they are playing they often snap,
scream or get irritated, 11.4% (14) said maybe they snap, scream or get irritated 8.9% (11)
said they don’t snap, scream or get irritated.

I)30.9% (38) always extend their time limits, 26% (32) frequently said they think only 5
minutes, 18.7% (23) occasionally need to increase their time, 13.8% (17) often think last 5
minutes and play too much and exhaust themselves, 10.6% (13) rarely think few more
minutes.

j) 30.1% (37) frequently try to reduce amount of time spent on gaming but are successful,
25.2% (31) always fail to reduce the amount of time spent online, 17.1% (21) occasionally
feel the need to reduce amount of time they are online, 16.3% (20) rarely have to reduce time
online and 11.4% (14) often feel the need to reduce time spent online but failed.

k) 72.4% (89 ) said yes that they feel sad, moody, depressed while they are not playing
gaming, 18.7% (23) said no they don’t feel sad, moody, depressed while they are not playing
gaming and 8.9% (11) maybe they feel sad, moody, depressed while they are not playing
gaming.

l) 41.5% (51) rarely think that spend more time on gaming than with friends and family,
21.1% (26) frequently feel think that spend more time on gaming than with friends and
family, 17.1% (21) always spend more time on gaming than with friends and family, 13.8%
(17) occasionally spend more time on gaming than with friends and family and 6.5% (8)
often think that spend more time on gaming than with friends and family.

m) 57.7% (71) strongly agree that they loose sleep as they play last night online games, 22%
(27) were neutral about that the loose sleep as they play last night online games, 8.1% (10)
agree that they loose sleep as they play last night online games, 8.1% (10) disagree that they
loose sleep as they play last night online games and 4.1% (5) strongly disagree that they loose
sleep as they play last night online games.

5.4 Test of hypothesis

1. The need to learn a game's gameplay increases the amount of time spent playing
online games.
In the table 4.4 it clearly shows that challenging 52.8% (65)play because of good gameplay
and narration that increases the amount of time spent playing online gaming hence there is no
difference between and its proved as null hypothesis (Ho)

2. The need to reduce amount of time spent on gaming and is successful.

In the table 25.2% (31) always fail to reduce the amount of time spent online, 17.1% (21)
occasionally feel the need to reduce amount of time they are online, 16.3% (20) rarely have to
reduce time online and 11.4% (14) often feel the need to reduce time spent online but failed.
Hence there is difference between the variables and its proved as alternative hypothesis (H1)

3. The need to understand relationship between the weight, loss of sleep and gaming
addiction .

In the table 57.7% (71) strongly agree that they loose sleep as they play last night online
games, 22% (27) were neutral about that the loose sleep as they play last night online games,
8.1% (10) agree that they loose sleep as they play last night online games hence there is no
difference between and its proved as null hypothesis (Ho)

4. The need to understand if they snap, scream or get irritated when someone interrupts
them while they are playing.

In the table it clearly shows that 79.7% (98) said yes when someone interrupts them while
they are playing they often snap, scream or get irritated, 11.4% (14) said maybe they snap,
scream or get irritated. Hence hence there is no difference between and its proved as null
hypothesis (Ho)

5.5 Suggestion of the study

Here are a couple of ideas: It would be appropriate to identify persons who are just
fond of computer games from those who are online gaming addicts during the
investigation process, particularly at the step of group selection. Despite the fact that
both groups have a common trait, such as a favourite computer game, not everyone
will become hooked to online gaming. After the group selection is complete, the
investigation can begin. During the course of the study, it became clear that some
persons would deny that they were hooked to online games. In this regard, we
recommend that phrases like "addicts" or "addicted" be avoided when posing a
question or expressing something relevant to the interviewee.

5.6 Limitation of the study

Because of a lack of awareness or boredom, respondents may not be completely


aware of their motives for any given response. Respondents may not feel compelled to
provide accurate and truthful responses. Because the survey was only sent via
WhatsApp, email, and text message, there was a lower response rate. The survey was
limited to the city of Mumbai.

5.7 Summary of the study

Digital games can have a wide range of effects on people's lives, and they can reach
them through gameplay, which includes situations and themes, as well as cinematic,
which can depict a new world with various thoughts and notions that differ from
reality. Digital games have the potential to influence our thoughts, attitudes, and
emotions. Digital games can be used for a variety of purposes, including education,
pleasure, and as a social or political tool for various organisations. We need to pay
more attention to the new age media that might effect society as digital games grow
and engage more people, including youth and adults. The majority spent 6 or more
hours playing gaming, majority respondents played to relieve stress, played because
it was their favourite game , played because they were bored, played because it was
challenging and play because of good gameplay and narration. According to the data
majority strongly agree that they loose sleep as they play last night online games.

Bibliography
Akin A. and Iskender M. (2011) Internet Addiction and Depression, Anxiety and Stress.
International Online Journal of Educational Sciences, 2011, 3(1), 138-148.

Aman Gupta, Amir Maroof Khan, O. P. Rajoura, and Shruti Srivastava  (2018) Internet
addiction and its mental health correlates among undergraduate college students of a
university in North India

https://www.webroot.com/in/en/resources/tips-articles/what-you-need-to-know-about-online-
gaming

Sara Peracchia and Giuseppe Curcio (2018) Exposure to video games: effects on sleep and
on post-sleep cognitive abilities. A sistematic review of experimental evidences

Hope M. Cummings, MA and Elizabeth A. Vandewater, PhD 2018 Relation of Adolescent


Video Game Play to Time Spent in Other Activities

Jason Shiers (2020) https://www.internetmatters.org/hub/news-blogs/expert-advice-on-


gaming-addiction-in-young-people-and-children/

Eshrat Zamani, Maliheh Chashmi and Nasim Hedayati (2009 “Effect of Addiction to
Computer Games on Physical and Mental Health of Female and Male Students of Guidance
School in City of Isfahan”

Daria j. Kuss and Mark d. Griffiths (2012) in Brain sciences “Internet and Gaming
Addiction: A Systematic Literature Review of Neuroimaging Studies”

Jin - Liang Wang, Jia- Rong Sheng and Hai-Zhen Wang (2019 “The Association Between
Mobile Game Addiction and Depression, Social Anxiety, and Loneliness”

Hitarth Himanshu Raja, Vishal Kanaiyalal Patel, Deepak Sachidanand Tiwari, Nirav Chanpa
Bhavin Kadavala, Niranjan Patel (2020 “Gaming addiction: Study of gaming characteristics
and personality traits among the health professional undergraduates”

Meera Iyer, Roopali Sharma (2020) “Impact of internet overuse on psychological well-being
of adolescents during Covid 19 shutdown”

Payal Dash, Gunjan Kumar, Vinay Suresan, Shishirendu Ghosai (2021) “Internet addiction
among youth: A glimpse”

Deepak Goel, Alka Subramanyam and Ravindra Kamath (2013) “A study on the prevalence
of internet addiction and its association with psychopathology in Indian adolescents”
Sachin R Gedam, Santanu Ghosh Lipsy Modi, Arvind Goyal, Himanshu Mansharamani
(2017) ) “Study of internet addiction: Prevalence, pattern, and psychopathology among
health professional undergraduates”

Sneha D. Patil, Jyotsna S. Deshmukh, Ketan R. Dagdiya (2017) “Prevalence and pattern of
internet addiction among medical students”

Annexures

 Gender

 Male
 Female

 Age

 12-18
 19-25
 26-32

 Qualification

 Student
 Employee

 Please select your region 

 Western Mumbai
 Central Mumbai
 Harbour line ( Navi Mumbai )

 Do you play video games?

 Yes
 No
 Maybe
 Sometimes

 How often do you play games?

 Daily
 1-2 days a week
 3-5 days a week
 Occasionally

 How many hours do you spend on online gaming?

 1-2 hours
 3-4 hours
 5-6 hours
 6 or more hours

 How do you prefer to get your video games?

 Buy it
 Borrow it
 Download it
 Rent it

 Which do you prefer to play games on?

 PlayStation
 Nintendo
 Laptop/ desktop
 Mobile Phone
 Tablet
 Others

 What genre of video games do you play the most?

 Racing
 Action games
 Fighting games
 First Person Shooters
 Puzzle games
 Card games
 Board games
 Other:
 Reason for playing video games?

 I play because of boredom.


 I play because its challenging
 I play for good gameplay and narration
 I played to relieve stress
 I play because its my favourite game
 Other:

 Which do you prefer to play ?

 single-player
 multiplayer
 Both

 How much do you play in multiplayer online gaming?

 Daily
 1-2 Days Per Week
 3-5 Days Per Week
 Sometimes

 How often do you make  new friends with other online users?

 rarely
 Occasionally
 Frequently
 Often
 Always

 How much do people in your life blame you for how much time you spend online?

 Rarely
 Sometimes
 Frequently
 Often
 Always

 How much does your school/college work or grades suffer as a result of the amount
of time you spend online?
 Rarely
 Occasionally
 Frequently
 Often
 Always

 Do you lose sleep as a result of last night's online gaming?

 Strongly agree
 Agree
 Neutral
 Disagree
 Strongly disagree

 When anyone interrupts you while you're playing online, do you snap, scream, or
act irritated?

 Yes
 No
 Maybe

 When you're playing online, how often do you hear yourself thinking, "Just a few
more minutes?"

 Rarely
 Occasionally
 Frequently
 Often
 Always

 How many times have you tried and failed to reduce the amount of time you spend
online?

 Rarely
 Occasionally
 Frequently
 Often
 Always

 Do you prefer to spend more time online gaming than hanging out with friends with
your friends and family?
 Rarely
 Occasionally
 Frequently
 Often
 Always

 When you're not playing,  do you feel sad, moody, or anxious, depressed which
stops once you're back online?

 Yes
 No
 Maybe

You might also like