You are on page 1of 55

SOCIAL RELEVANCE PROJECT REPORT ON

SOCIAL EFFECT OF MOBILE GAMING AMONG


SECONDARY STUDENTS

SUBMITTED TO UNIVERSITY OF MUMBAI IN PARTIAL

FULFILMENT OF THE REQUIREMENT OF

MASTER OF MANAGEMENT STUDIES

BY

MR. CHETAN JANARDAN MAJGAONKAR

ROLL NO. F138

MMS - II (SEM - IV)

BATCH 2021 – 2023

SHEILA RAHEJA SCHOOL OF BUSINESS MANAGEMENT &


RESEARCH

BANDRA (E), MUMBAI – 400051


Bombay Suburban Art & Craft Education Society’s
SHEILA RAHEJA SCHOOL OF BUSINESS MANAGEMENT
AND RESEARCH
Raheja Education Complex, Kher Nagar, Opp. Chhatrapati Shivaji
Ground,
Bandra (E), Mumbai – 400 051

CERTIFICATE

This is to certify that project work titled “SOCIAL EFFECT OF MOBILE


GAMING AMONG SECONDARY STUDENTS” is a Social Relevance project

work carried out by MR. CHETAN JANARDAN MAJGAONKAR.

This project was completed for “Social Effect Of Mobile Gaming Among

Secondary Students”, under guidance of Dr. T. Rajasekar.

I further certify that the said work has not been submitted in part or in full,
to any other University.

Date:

____________________ ________________________

Dr. T. Rajasekar Dr. Harish Kumar S. Purohit

Project Guide Director


Bombay Suburban Art & Craft Education Society’s
SHEILA RAHEJA SCHOOL OF BUSINESS MANAGEMENT
AND RESEARCH
Raheja Education Complex, Kher Nagar, Opp. Chhatrapati Shivaji
Ground,
Bandra (E), Mumbai – 400 051

DECLARATION

I, Mr. Chetan Janardan Majgaonkar, student of Sheila Raheja School


of Business Management and Research of MMS II (Semester IV) hereby
declare that I have completed the Social Relevance Project Report Social
Effect Of Mobile Gaming Among Secondary Students in the
Academic year 2022- 2023. The information submitted is true & original
to the best of my knowledge.

________________________

Mr. CHETAN JANARDAN MAJGAONKAR


Roll No. F138
ACKNOWLEDGEMENT

At the outset of this project, I would like to express my profound thanks to


a few people without whose help, completion of this project would not have
been possible.

First and foremost, I am very grateful to Dr. Harish Kumar S.Purohit,


Director of Sheila Raheja School of Business Management and Research,
for giving me the opportunity to do this project in Social Effect Of Mobile
Gaming Among Secondary Students.

I would also like to thank Dr. T. Rajasekar for being an excellent mentor
and helping me whenever I approached him.

Last but not the least; I take pride in thanking my parents Mr. Janardan Narayan
Majgaonkar & Mrs. Jyoti Janardan Majgaonkar, siblings and friends for their much
valued support.

Mr. CHETAN JANARDAN MAJGAONKAR

Roll No. F138


EXECUTIVE SUMMARY

The project on Social Effect of Mobile Gaming Among Secondary Students aimed to
investigate the impact of mobile gaming on the social behavior of high school students.
The research used a mixed-method approach, combining both qualitative and
quantitative data collection methods.

The study found that mobile gaming has both positive and negative impacts on the
social behavior of high school students. The positive impacts include increased social
interaction, improved communication skills, and enhanced teamwork abilities. On the
other hand, the negative impacts of mobile gaming include social isolation, addiction,
and poor academic performance.

The research recommends that parents and educators should monitor and regulate the
amount of time students spend playing mobile games. Additionally, schools should
incorporate social skills training and anti-addiction education in their curriculums to
mitigate the negative effects of mobile gaming.

Overall, this research provides valuable insights into the social effects of mobile gaming
among secondary students and can help parents, educators, and policymakers to better
understand the potential risks and benefits of mobile gaming for young people.
INDEX

SR. NO. CONTENT PAGE NO.

1 INTRODUCTION 1
2 LITERATURE REVIEW 17

3 RESEARCH METHODOLOGY 31

4 DATA ANALYSIS 40

5 SUMMARY FINDINGS & CONCLUSION 44

6 RECOMMENDATION & BIBLIOGRAPHY 47


SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

Chapter 1: Introduction

1.1 INTRODUCTION OF GAMING:

The term "video game" refers to an electronic game that requires interaction with a user
interface or input device, such as a joystick, controller, keyboard, or motion sensing
device, to generate visual feedback from a display device. This visual feedback is
typically shown in the form of video on a television, computer monitor, flat-panel
display/touchscreen on handheld devices, or virtual reality headset. The ability to play
computer chess and text adventures using teletype printers demonstrates that not all
video games are reliant on graphical outputs. The majority of contemporary video
games are audiovisual, with audio transmitted through speakers or headphones and
occasionally with additional sensory feedback. Some video games additionally include
microphone and camera inputs for in-game communication and livestreaming.

Video games are often divided into categories based on the hardware they use. These
categories historically include arcade, console, and computer (PC) games. The latter
category also includes LAN, internet, and browser games. The video game business has
more recently branched out into mobile gaming thanks to mobile devices (such
smartphones and tablet computers), virtual and augmented reality systems, and distant
cloud gaming. Based on their target demographic and gameplay design, video games
are also divided into a vast variety of genres.

In the 1950s and 1960s, the earliest video game prototypes were straightforward
upgrades of electrical games that utilized video-like output from massive, room-sized
mainframe computers. In 1971, the arcade game Computer Space became the first video
game for home use. The first home console, the Magnavox Odyssey, and the enduring
popular game Pong both debuted in 1972.

The industry had rapid growth during the heyday of arcade video games in the late
1970s and early 1980s, but was negatively impacted by the 1983 North American video
game market crash as a result of loss of publishing control and market saturation. After
the collapse, the industry developed and became dominated by Japanese businesses like
Nintendo, Sega, and Sony. These companies also established procedures for the
creation and marketing of video games, many of which are still in use today.

1
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

The "AAA" game market dominated the 2000s, leaving limited place for riskier
experimental games. This allowed for independent video game production, sometimes
known as indie games, to become more popular throughout the 2010s when combined
with the Internet's accessibility and digital distribution. Since that time, the video game
industry's commercial significance has grown. The spread of mobile games, particularly
in rising Asian economies, is changing player demographics in favor of casual gaming
and boosting revenue through the use of games as a service.

To successfully release a game to its consumers today, the development of video games
necessitates a wide range of interdisciplinary skills, vision, teamwork, and liaisons
between various parties, including developers, publishers, distributors, retailers,
hardware manufacturers, and other marketing roles. In terms of hardware, software, and
services, the global video game market is expected to generate annual revenues of
US$159 billion by 2020, which is three times the size of the global music industry and
four times the size of the global film industry in 2019. This makes the video game
market a formidable heavyweight in the contemporary entertainment industry. The
video game business also has a significant impact on the electronics sector, where the
need for improved gaming performance from consumers and the sales of personal
computer component, console, and peripheral have been important drivers of hardware
design and development.

2
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

1.2 GAMING ADDICTION:

The COVID 19 report has proven that the virus is at a high level and is geographically
and demographically agnostic. In addition to having an effect on children's mental
health, the destruction it has done has also claimed some of their lives. An idle mind is
the devil's factory, as is common knowledge. We are now housebound because to this
imperceptible but powerful creature, and the kids are dealing with the serious hardship
of being bored all day long. Kids have a plethora of options thanks to the popularity of
online games like PUBG and their ease of access, but the danger is that they get
enthralled and hooked to them.

Parents, who are always preoccupied with work from home and pointing out children's
flaws, should share some of the guilt. In order to avoid disturbing their children when
they are working or doing domestic chores, parents often give their kids cell phones.

It is impossible to participate in the modern world where gaming and artificial


intelligence are seeing an unstoppable rise. With moderate and sensible use, it may be
a wonderful source of fun and a mood enhancer.

It can also improve a person's capacity for problem-solving. Learning becomes


enjoyable when parents assist their children since they are thought of as the first
teachers. A decent parent would do well to assist a child with minimal exposure in order
to develop the child's intrinsic abilities and guide them through the various types of
activities accessible in the e-world, but some parents in this generation have ruined their
kids' life. Parents continue to play video games despite knowing the negative effects.

In a perfect world, this stage would have given the parents a chance to improve their
relationship with their children through improving communication, as well as a chance
to warmly influence their present and future. They may have exposed the children to a
range of activities that support their entire development, including those that promote
their moral, social, emotional, and cognitive growth.

Parents may assist their kids in learning a variety of talents, including cooking, drawing,
playing any sport of their choosing, completing puzzles, and increasing their reading
and communication abilities, but tragically, the majority of parents have missed the bus.

3
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

1.3 History of Gaming:

Interactive electronic devices with different display formats were first used in video
games. The oldest example dates back to 1947; Thomas T. Goldsmith Jr. and Estle Ray
Mann submitted a patent application for a "cathode-ray tube entertainment device" on
January 25, 1947, and it was granted on December 14, 1948, as U.S. Patent 2455992.
It comprises of an analogue device that lets a user control the parabolic arc of a dot on
the screen to mimic a missile being fired at targets, which are paper designs glued to
the screen. This analogue device was inspired by radar display technology. Some early
examples include the draughts game created by Christopher Strachey for the Nimrod
computer for the 1951 Festival of Britain, the 1958 electronic interactive game OXO
by Alexander S. Douglas for the EDSAC in 1952; Tennis for Two, a 1958 William
Higinbotham-designed electronic interactive game; and Spacewar!, a 1961 DEC PDP-
1 computer game created by Massachusetts Institute of Technology students Martin
Graetz, Steve Russell, and Wayne Wiitanen. Each game uses a distinct display method:
Tennis for Two uses an oscilloscope to provide a side view of a tennis court, NIMROD
uses a panel of lights to play the game of Nim, OXO uses a graphic display to play tic-
tac-toe, and Spacewar! uses the DEC PDP-1's vector display to pit two spacecraft
against one another.

These early innovations set the path for the development of video games as we know
them today. Ralph H. Baer, while working at Sanders Associates in 1966, invented a
control system to play a primitive game of table tennis on a television screen. With the
company's consent, Baer constructed the "Brown Box" prototype. The first home video
gaming console, the Magnavox Odyssey, which was introduced in 1972, was the result
of Sanders patenting Baer's concepts and licensing them to Magnavox. Separately,
Nolan Bushnell and Ted Dabney created a comparable version that runs in a smaller
coin-operated arcade cabinet with a less costly computer after being inspired by
watching Spacewar! operating at Stanford University. In 1971, this was made available
as Computer Space, the first arcade video game.

In 1972, Bushnell and Dabney collaborated with Allan Alcorn to develop their second
arcade game, the popular ping pong-style Pong, which was directly influenced by the
Odyssey's table tennis game. Bushnell and Dabney then founded Atari, Inc. Atari was
sued by Sanders and Magnavox for violating Baer's patents, but the case was settled

4
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

outside of court with a payment for everlasting rights to the patents. In accordance with
their agreement, Atari created a Pong home version, which was available by Christmas
1975. The video game business was established by the success of the Odyssey and Pong
as arcade and home video games, respectively. The "Father of Video Games" moniker
has been given to Baer and Bushnell for their efforts.

1.4 Development of Gaming:

Like any other kind of entertainment, creating video games is typically a cross-
disciplinary endeavor. a LOT. This has grown over the years to encompass practically
all of the technical expertise that is used in the production of any film or television
show, including sound designers, musicians, and other professionals, as well as
expertise that is unique to video games, including game designers. Producers are in
charge of all of these.

One individual handling all the duties required to make a video game was more typical
in the early years of the business. Larger teams have been required to produce all of the
art, programming, cinematography, and other content as platforms have gotten more
complicated and powerful in the types of content they can offer. This is not to suggest
that the "one-man shop" era has ended because smaller games are still common in the
casual gaming and portable industries where technical constraints like little Memory or
a lack of specialized 3D graphics rendering capabilities on the target platform are
prominent.

Like any other piece of computer software, video games are created using
programming. Games could only have a very simple logic until the middle of the 1970s
since arcade and home consoles were programmed by connecting discrete electro-
mechanical components on circuit boards. By 1975, inexpensive microprocessors were
widely accessible for use in video game hardware, allowing game designers to create
more intricate games and expanding the realm of what was feasible.

Together with the convergence of shared hardware between console, computer, and
arcade platforms to streamline the production process, ongoing advancements in
computer hardware technology have increased what is now feasible to produce in video
games. Currently, there are many commercial and open-source tools available for game

5
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

developers to utilize to build games, frequently across various platforms to promote


portability. But they can still choose to design their own tools if they want the game to
have more specific features and control. The majority of the logic, gameplay, and
graphics for most games nowadays is handled by a game engine. A physics engine that
replicates the physics of things in real-time is one example of how these engines might
be supplemented with specialized engines for certain characteristics. To assist
developers in accessing additional features, a variety of middleware is available. These
features include matching for online games, video playback within games, network-
oriented programming, and other functions.

These capabilities can be accessed through a developer's preferred programming


language, or they can choose to use game development kits instead, which reduces the
amount of direct coding required but may also restrict the degree of customization a
game can receive. Although frequently creators may offer patches and updates, video
games typically go through quality testing before release to ensure there are no
problems or flaws in the product.

The issue of cost has gotten worse as development teams have gotten bigger in the
business. Publishers cut expenditures to retain profitability as development teams look
for the finest personnel. A video game console development team typically has between
5 and 50 members, while some teams have more than 100. The development team for
Assassin's Creed II reportedly numbered 450 as of May 2009. An increase in missed
deadlines, hurried games, and the delivery of incomplete products has been caused by
the expansion of team sizes as well as increased pressure to get projects finished and
into the market so that production expenses may be recovered.

From the middle of the 2000s, independent game production has become more popular
than amateur and hobbyist game programming, which dates back to the late 1970s and
the invention of home computers. Indie games are created by small teams independent
of any direct publisher control, have a smaller scope than games created by the more
established "AAA" firms, and frequently experiment with gameplay and aesthetics. The
increased accessibility of digital distribution, particularly the more recent mobile
gaming market, as well as easily accessible and reasonably priced development tools
for these platforms, are both beneficial to independent game production.

6
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

1.5 Component of Gaming:

1.5.1 Platform:
To function, video games need a platform, which is a particular set of electrical parts
or computer hardware and related software. System is another word that is frequently
used. Games are often created to be played on one or a small number of platforms, and
in the video game industry, platform exclusivity is utilised as a competitive advantage.
Games, known as ports or conversions, can, nevertheless, be created for systems other
than those for which they were originally intended. Remasters, in which much of the
original game's source code is reused, and remakes, in which substantial rewriting of
the original game, sometimes from scratch, is done in addition to updating graphic
assets, models, and game levels for contemporary platforms.

The list below is not all-inclusive and leaves out additional electronic gadgets like
PDAs and graphing calculators that can play video games.

A. Computer game:

The majority of computer games are referred to as PC games because they need the
user to interact with a personal computer (PC) that is linked to a display monitor. As
personal computers are not designed specifically as gaming platforms, there could be
variances when the same game is run on various hardware. Also, developers are able to
leverage features like open hosting for internet gaming (in which a person plays a video
game with individuals who are in a different home), decreased software cost, improved
flexibility, enhanced creativity, emulation, and others thanks to the openness. A gaming
computer is a laptop or PC designed solely for gaming, generally employing expensive,
high-performance components. There are games that can be played on mainframe
computers and other similarly shared systems in addition to on personal computers,
with people signing in remotely to access the computer.

B. Home console:

A home console, a customised electronic gadget that is connected to a standard


television set or composite video display, is used to play a console game. In contrast to
PC game development, home consoles are made expressly to play games utilising a

7
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

specialised hardware environment. This gives developers a specified hardware target


for development and guarantees of what functionality will be accessible. Even though
the same game is accessible on other platforms, consoles typically only run games that
were specifically created for them or games from other platforms manufactured by the
same firm. They never run games created by its direct competitors. It frequently
includes a certain game controller. Nintendo, PlayStation, and Xbox are three popular
consoles.

C. Handheld console:

A handheld gaming console is a compact, independent electronic gadget that may be


carried about and held in the hands of the user. It is a single piece of equipment that
includes the console, a tiny screen, speakers, buttons, and joysticks or other gaming
controllers. Handhelds are dedicated platforms, much like consoles, and have many of
the same features. Often, handheld equipment is less powerful than PC or console
equipment. In the late 1970s and early 1980s, certain portable games could only play
one game. Several portable games from the 1990s and 2000s used cartridges, allowing
players to play a wide variety of games on them. The popularity of portable consoles
has decreased in the 2010s as gaming on mobile devices has risen to prominence.

D. Arcade video game:

A typical definition of an arcade video game is a game that is played on a more


specialized type of electronic device that is usually made to play just one game and is
housed in a unique, large coin-operated cabinet that has one built-in console, controllers
(joystick, buttons, etc.), a CRT screen, an audio amplifier, and speakers. Brightly
painted logos and visuals that relate to the game's theme are common in arcade games.
Several arcade games employ a tabletop method, where the display screen is placed in
a table-style cabinet with a see-through table top, in contrast to the majority of arcade
games, which are housed in vertical cabinets that the player normally stands in front of
to play. When playing tabletop games, players often sit down. Certain arcade games in
the 1990s and 2000s gave players a selection of several different games. Video arcades
were establishments where customers could play a variety of arcade video games in the

8
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

1980s. Video arcades are far less common in the 2010s, while certain movie theatres
and family amusement center’s still offer them.

E. Browser game:

A browser game benefits from technology standardizations for web browser


functionality across many devices, creating a cross-platform environment. These games
may be recognized by the website on which they are shown, such with Mini clip games.
Some games, like Java and Flash games, are called for the programming environment
in which they were created.

F. Mobile game:

Mobile gaming has developed into a big platform with the arrival of smartphones and
tablet computers using the iOS and Android operating systems. In order to allow
augmented reality gaming, these games may make use of certain mobile device
technologies that are not necessarily available on other platforms, such as
accelerometers, global positioning information, and camera devices.

G. Cloud gaming:

A simple computer, console, laptop, smartphone, or even a specific hardware device


linked to a display with decent Internet access that links to hardware systems by the
cloud gaming provider is all that is needed to play cloud games. With the goal of
minimizing the network latency between player input and output on their display
device, the game is calculated and displayed on distant hardware. For instance, the
PlayStation Now and Xbox Cloud Gaming systems require specialized bespoke server
blade hardware in cloud computing facilities.

H. Virtual reality:

In order to fully immerse a player in a virtual environment that reacts to their head
motions, virtual reality (VR) games often demand that players employ a dedicated
helmet-mounted equipment. This gear provides stereoscopic displays and motion
tracking. Some VR systems have hand-held controllers that let the user interact with
the virtual environment directly. A second computer, console, or other processing
device that connects to the head-mounted unit is typically needed for VR systems.

9
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

I. Emulation:

With the help of an emulator, you may play older games on a current system by running
them in a virtual machine that replicates the hardware of the original console or other
system. Although US case law has ruled that emulators themselves are acceptable,
getting game software that you don't already possess may be a violation of copyrights.
However other game publishers, like Nintendo with its Virtual Console or Nintendo
Switch Online services, have officially released emulated titles.

J. Backward compatibility:

Emulation and backward compatibility both allow older games to be played on newer
systems, but directly through the hardware and built-in software of the platform in most
cases. For instance, the PlayStation 2 can play PlayStation original games by simply
entering the original game disc into the newer machine, and the Nintendo Wii can do
the same for GameCube games.

1.5.2 Game media:


The logic of the game was incorporated into the hardware's electrical components in
the early arcade games, home consoles, and mobile games. Since that time, the majority
of video game systems are regarded as programmable, with the ability to read and play
a variety of games published on various types of media or formats. ROM cartridges,
magnetic storage like magnetic tape data storage and floppy discs, optical media
formats like CD-ROM and DVDs, and flash memory cards are examples of physical
formats. Also, the requirement for any physical material is reduced by digital
distribution via the Internet or other forms of communication, as well as cloud gaming.
The media may, in certain situations, act as the direct read-only memory for the game
or it may take the form of installation media that is used to write the game's primary
assets to the local storage of the player's platform for quicker loading times and future
updates.

Expansion packs, which are normally accessible as physical media, or downloadable


material, which is often available via digital distribution, are two ways that games can
be expanded with additional content and software fixes. They can be given away
without charge or utilized to make money from a game after it has been released. A

10
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

number of games let users produce user-generated content that they can share and enjoy
with others. Some games, primarily those played on personal computers, can be
enhanced by player-made additions or changes known as mods. These are frequently
unauthorized and were built by gamers through reverse engineering, while some games
offer official support for game modding.

1.5.3 Input device:


Several sorts of input devices can be used by video games to convert player actions
into the game. The most widely used gaming controllers are keyboard and mouse
controls along with gamepads and joysticks for most consoles and personal
computers. With the most modern controllers, face buttons, shoulder triggers,
analogue sticks, and directional pads are frequently used controls ("d-pads"). Standard
controllers are often included with consoles when they are sold or packaged with
them, but peripheral controllers can be purchased separately from the console's maker
or other vendors. Handheld consoles and arcade cabinets both have similar control
schemes built in. Touchscreens and motion detection sensors, which allow the player
more options for how to engage with the game, are examples of newer technological
advancements that have integrated extra technology into the controller or the gaming
platform. For some gaming genres, specialised controllers like racing wheels, light
weapons, and dancing pads may be employed.

In certain circumstances, digital cameras and motion detection can effectively replace
the player's control by capturing their motions as input into the game. On other
platforms, like virtual reality, these technologies are employed to increase the player's
sense of immersion.

1.5.4 Display and output:


Regardless of the gaming platform used, all video games are by definition designed to
send visuals to an external video display, such as older cathode ray tube televisions,
more modern LCD televisions, built-in displays, projectors, or computer monitors.
Features like colour depth, refresh rate, frame rate, and screen resolution are a result
of the game's programming efficiency as well as the platform's and display device's

11
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

restrictions. The output of the game may take the form of text-based games, fixed
displays with LED or LCD components, two- and three-dimensional images, or
augmented reality displays.

As instructed by the game's programming, sound is frequently created via internal


speakers on the gaming platform or external speakers attached to the platform to
accompany the game's pictures. In addition to background music for the game, this
frequently consists of sound effects linked to the player's actions to offer audible
feedback.

Several platforms include extra player feedback techniques, which a game might
make use of. The most prevalent form of this is haptic technology, which makes the
game controller tremble in the player's hands to mimic an earthquake occurring in the
game.

1.6 Intent

The majority of video games are produced with amusement in mind; they are known as
"core games." There is a subgroup of games created for functions other than pure
amusement. They consist of:

I. Casual games:

As contrast to a hardcore game, casual games are made to be easily accessible, have
straightforward gameplay, and have basic rule sets that are easy to learn. They typically
encourage the capacity to enter and exit gaming at will, for example, during commutes
or lunch breaks. Casual games encompass a wide range of internet and mobile games,
and they frequently come from genres with low-intensity gaming components including
match three, hidden object, time management, and puzzle games. Causal games
commonly include social-network game elements, allowing players to request more
turns or movements daily from friends on their social media networks. Games like
Tetris and Candy Crush Saga are well-known casual games. Hyper-casual games, which
utilize even simpler rules for brief but endlessly replayable games like Flappy Bird, are
more recent, appearing in the late 2010s.

12
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

II. Educational games:

Video games have also been adopted for these purposes, providing a type of
involvement and pleasure related to game design aspects, just as educational software
has been utilized in homes and schools to assist in teaching kids and students. Their
designs and approaches to user education differ in a number of ways. These can be
roughly divided into two categories: educational video games that are geared towards
problem solving through motivation and positive reinforcement while downplaying the
entertainment value, and edutainment games that tend to focus on the entertainment
value and rote learning but are unlikely to engage in critical thinking. The Oregon Trail
and the Carmen Sandiego series are two examples of instructive video games.
Moreover, following their introduction, games that were not initially created for
educational reasons, such those with open worlds or virtual sandboxes like Minecraft
or those that promote critical thinking through puzzle video games, like SpaceChem,
have made their way into classrooms.

III. Serious games:

Serious games are ones that go beyond instructional games and have additional goals
in mind for the game that may be added to, subtracted from, or even abolished. By
leveraging video game technology for the interactive environment of the game or
gamification for reinforcement training, game design is employed to support the game's
non-entertainment goal. Other types of serious games include fitness games that heavily
emphasis physical activity to keep the player fit (like Wii Fit), flight simulators that
simulate flying both civilian and military aircraft (like Microsoft Flight Simulator),
advergames that are centered around product advertising (like Pepsiman), and news
games designed to spread a particular advocacy message (such as NarcoGuerra).

IV. Art games:

Despite the fact that video games have always been regarded as works of art in and of
themselves, some games are now made with the explicit intent of telling a story or
sending a message. By questioning cultural conventions and giving critique through the
interactivity of the video game medium, these art or arthouse games are made with the
intention of evoking emotion and empathy from the player. They might not have any
sort of win condition and are designed to allow the player to explore the game's settings
and universe. The majority of art games are independent games, created by a single
13
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

creator or small team based on their own experiences or tales. Passage, Flower, and
That Dragon, Cancer are a few illustrations of artistic games.

1.7 Industry Roles:

Video games have a significant network impact that affects a wide range of industries
connected to the broader video game industry. Although a sizable section of the sector
is made up of video game producers, other important players in the market include:

1. Publishers:

Organizations in charge of managing the game's transition from the creator to the
consumer market. This frequently involves managing the game's marketing, PR, and
advertising. Publishers typically pay the creators up front for the creation of video
games, including them in important choices on the course of the game's development,
and then paying them additional royalties or incentives based on sales results. Such
smaller, boutique publishers could only agree to publish a game in exchange for a small
price and a cut of the profits, giving the developer the rest of the creative control. There
are several additional publisher-developer connections between these places.

2. Distributors:

Publishers can frequently create their own game media and act as distributors, but there
are also independent distributors that can mass-produce game media and send it to
stores. In the digital world, distributors and merchants may be found via websites like
Steam and the iOS App Store.

3. Retailers:

Consumers may buy games, consoles, and other accessories from physical shops, which
include major internet retailers, department and electrical stores, and specialist video
game stores. In certain areas, there is also a market for trade-ins where gamers may sell
their worn games in exchange for partial refunds or store credit for new games. The rise
of online marketplaces and the e-commerce revolution have, however, resulted in shops
performing worse than in the past.

14
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

4. Hardware producers:

Video game console producers make the hardware for the consoles, frequently using a
value chain structure with a lot of component suppliers and a contract manufacturer that
assembles the consoles. Moreover, video game console makers frequently demand
developers to get a licence before using their platform, and they may even have some
influence over how certain games are made, as Nintendo does with the usage of game
cartridges for their systems. In return, the makers could promote games for their
platform and push for console exclusivity for specific titles. A number of firms
specialize in high-performance "gaming computer" hardware for use with personal
computers, especially in the graphics card space. Some of the same businesses also
provide console component supplies. Additional console controllers, carrying cases,
and other accessories are only a few examples of the equipment and gear that third-
party manufacturers offer for consoles after they have been purchased.

5. Journalism:

While post-release reviews and gameplay strategy were the primary focus of video
game journalism in the past, the Internet has given rise to a more proactive press that
uses web journalism to cover games in the months leading up to and after their release,
thereby fostering anticipation for games before they go on sale.

6. Influencers:

As social media has grown in importance, video game companies have discovered that
the opinions of influencers who use streaming media to play through their games have
a significant impact on game sales. As a result, they have begun to use influencers in
addition to traditional journalists to promote their games before they are released.

7. Esports:

Throughout the 2000s, several professional leagues have been founded, and since the
2010s, esports has seen a significant increase in popularity, especially in southeast Asia.

8. Gamers:

Generally speaking, those who play and buy video games. Although though game sales
are the main way that gamers are represented in the industry, many businesses connect
with gamers to enhance their goods in addition to other industry input by monitoring

15
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

their comments on social media or on user reviews. Parts of the market are influenced
by the demographics of the wider player community. Although younger males used to
dominate the industry, it transitioned in the middle of the 2010s to women and older
players who favored casual and mobile games, fueling additional growth in those
industries. These players are permitted to have an impact on future game updates that
will help the game become better.

16
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

Chapter 2: Literature Review:

Introduction:

The present chapter reviews the earlier work done in this area by the researchers and
academicians over the past years. Since the area of changes in banking sector due to
technology most of the researcher like to study the topic for their research. This review
of literature will helpful to have a clear understanding of the research problem and to
have insight on to the consideration and conclusion drawn by previous researcher and
get the guideline to proceed further. The literature review provides the guidance to
formulate valuable research methodology, helpful to find the gap of the research and
also to identify the models to be used to carry out studies subsequent to them.

One level more

Subrata Naskar, Robin Victor, Kamal Nath, and Chiradeep Sengupta

Internet gaming disorder (IGD), which mostly affects the teen and preteen population
globally, has emerged as a fast-rising public health concern as a result of the enormous
rise in technology and internet usage over the past several years. It has a detrimental
effect on the affected person's physical, psychological, social, and vocational
functioning, frequently having serious repercussions. It was just recently acknowledged
in the Diagnostic and Statistical Manual of Mental Disorders Fifth Edition as a distinct
diagnosable condition. Particularly in developing nations like India, there is a lack of
information on the precise prevalence and the numerous sociodemographic, clinical,
and other risk variables to identify the people most likely to acquire this condition. India
is the 22nd-highest revenue-generating country for gaming-related enterprises,
according to a recent survey, underscoring the serious risk the Indian populace faces.
The purpose of this study is to give insight into the illness, identify risk factors and
clinical aspects, comprehend the impact of IGD on mental and physical health with an
emphasis on neurological alterations, and provide details on several forthcoming
preventative and therapeutic approaches.

17
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

Compulsive Digital Gaming: An Emerging Mental Health Disorder in Children

Meharban Singh

Since young people are losing control of their life by squandering their time playing
online multiplayer games, excessive digital gaming is becoming recognized as a mental
health condition. The fact that India's online gaming sector, now valued at $360 million
USD, is anticipated to reach $1 billion USD by 2021, demonstrates the games' appeal.
An OC disorder is obsessive compulsive gaming. The gamers love developing
connections with other online characters, which fosters a sense of virtual community at
the price of one-on-one encounters and in-person friendships. When playing devices
are taken away, players eventually get concerned with or "hooked" on the games and
exhibit mood swings including impatience, restlessness, and violent conduct. Given the
numerous health risks associated with digital gaming, the World Health Organization
(WHO) has included it in the 11th iteration of the International Classification of
Diseases (ICD-11) as a mental health problem, granting it the state health benefits for
its prevention and treatment. Technology may be both a blessing and a curse, so we
have a choice. In order to adhere to the "middle way" ideology, it is crucial to avoid any
obsessions or compulsions.

Understanding online gaming addiction and treatment issues for adolescents


Kimberly Young

Online Role with a Huge Userbase One of the fastest-growing types of Internet
addiction is playing games, or MMORPGs as they are more often known, particularly
among kids and teens. Gamers exhibit a number of traditional indicators of addiction,
much like those who abuse alcohol or narcotics. They develop a gaming obsession, lie
about it, stop being interested in other things to play games, isolate themselves from
friends and family to play games, and utilize gaming as a kind of psychological escape.
This essay investigates the rise of internet gaming addiction and its effects on people
and families. This essay examines the nature of online games and what causes certain
players to get addicted to them. As more people rely on computers, it may be
challenging for physicians to identify and treat an addiction to online gaming, especially
when indicators of a potential issue might be covered up by regular Internet use. As the

18
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

gaming business primarily targets young people, this article also discusses adolescent
difficulties related to gaming addiction as well as parental and treatment implications
for this newly emerging clientele.

The psychosocial impact of extreme gaming on Indian PUBG gamers: the case of
PUBG (Player Unknown’s Battlegrounds)

Mohammed A Mamun, Mark D Griffiths

Young people now play online video games more than any other leisure activity in the
globe (Ballabio et al. 2017, Männikkö et al. 2015). Gaming has often been proved to
have a variety of good effects, including therapeutic, medicinal, physiological,
cognitive, and educational advantages (Griffiths 2002, 2019; Nuyens et al. 2019).
Nonetheless, a tiny percentage of people may find gaming bothersome and potentially
addicted (Kuss and Griffiths 2012; Pontes and Griffiths 2014).

Player Unknown's Battlegrounds (PUBG), a winner-takes-all team game inspired by


the Japanese movie Battle Royale, is one of the most well-known games available at
the time of writing. In each game, 100 players are parachuted onto a virtual island where
they form teams of four and engage in deathmatches with one team remaining alive at
the end. It can be played on game consoles and smartphones, and it was formally
released in December 2017 (Quartz India 2018). It has been downloaded more than 100
million times from the Google Play Store (Google Play 2019). The game currently has
over 30 million daily active users worldwide and is highly well-liked in India
(Bhattacharya 2019), the nation that the present letter focuses on.

Implications of American Indian gambling for social work research and practice

Sandra L Momper

American Indian tribal groups have established casinos quickly after the Indian Gaming
and Regulation Act (IGRA) was passed in 1988. Increased recreational gaming among
American Indians has led to an uptick in compulsive and problem gambling. Tribes
have gained a lot from the growth of the game industry, though. An overview of the
Supreme Court case that resulted in the IGRA's enactment and the opening of casinos

19
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

on Indian reservations is given. The influence of gambling on the emergence of


compulsive or problem gambling among American Indians has been examined in
research on American Indian gaming. On the consequences of gaming on the
socioeconomic growth of indigenous communities, reports and data are offered. There
is discussion of the effects of American Indian gaming on social work theory and
practice.

Community leader perceptions of the social and economic impacts of Indian


gaming

Patricia L Janes, Jim Collison

Increased worry about the social and economic effects of the growth of casino gambling
in recent years, whether through state-regulated or Native American gaming
enterprises. This research evaluated the opinions of eight local leaders on how a
significant expansion of a Native American casino affected the neighborhood. Prior to
the finished expansion and several years afterwards, leaders were questioned. Leaders
saw the growth as having a beneficial impact on the neighborhood, but they also noticed
an increase in social problems. Generally, the economic effects were favorable, but the
particularities of a Native American casino business presented other difficulties.

The impact of internet and videogaming addiction on adolescent vision

Ioanna Mylona, Emmanouil S Deres, Georgianna-Despoina S Dere, Ioannis


Tsinopoulos, Mikes Glynatsis

Vision issues that were linked to using electronic displays during the past ten years have
steadily expanded from being a workplace health concern to a larger public health issue.
The term "computer vision syndrome" initially referred to a small group of
professionals who spent a lot of time working in front of computers. Digital eye strain
is a new clinical illness that affects everyone who spends a lot of time concentrating on
numerous displays, whether for business or recreation, as a result of the ubiquitous
usage of digital screens in everyday gadgets. To explicitly address visual impairments
associated to prolonged durations of continuous usage of screen-enabled devices for

20
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

video game play, a new subcategory called "video game vision" has been proposed. It
is crucial to have a firm understanding of how gaming disorder affects general health
and functioning since it will be included in the WHO's upcoming classification of
disorders (ICD-11). Some studies have also found that playing video games has a good
effect on a player's vision.

Loyalty towards online games, gaming addiction, and purchase intention towards
online mobile in-game features

Janarthanan Balakrishnan, Mark D Griffiths

In-game purchases made by players are undoubtedly the most significant source of
money for game creators. Values, customer experience, lifestyle, security, perceived
risk, knowledge, subjective standards, and behavioural control are a few of the
significant predictors of online purchase intention that have been previously discovered
in the literature. The current study looked at the connection between a person's
addiction to playing online games on their mobile devices and their devotion to in-game
app purchases. A brief 28-item survey with three questions, including "addiction,"
"loyalty towards online games," and "buy intention for online mobile in-game features,"
was completed by 430 students from two prestigious Indian colleges for the current
study.

The findings showed that I online mobile game addiction and online mobile game
loyalty shared a significant positive relationship, (ii) online mobile game addiction and
the purchase of online mobile in-game apps had a positive relationship, and (iii) online
mobile game loyalty increased game users' intention to buy online mobile in-game
apps. The current study is the first to look into gaming addiction and loyalty in
connection to in-game app purchases. Game makers will constantly aim to encourage
customer loyalty.

Yet, if gaming operators adopt engagement tactics that encourage addiction as a strategy
to boost interest in purchasing in-game applications for online mobile games, this
presents important ethical issues that the gaming industry has to address as part of its
corporate social responsibility efforts.

21
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

Online gaming during the COVID-19 pandemic in India: strategies for work-life
balance

Kritika Premnath Amin, Mark D Griffiths, Deena Dimple Dsouza

At the time of writing (June 24, 2020), the new coronavirus disease 2019 (COVID-19)
pandemic has essentially brought the whole planet to a stop (World Health Organization
[WHO] 2020). Governments throughout the globe have taken public health measures
due to the lack of a viable vaccine, including quarantine, shutting workplaces (including
schools and companies), and spatial separating (Nussbaumer-Streit et al. 2020). The
Indian government initiated self-isolation rules and countrywide lockdown measures to
stop the spread of COVID-19. In the Indian context, "lockdown" refers to people
staying at home and fully prohibiting population movement inside and outside of
particular regions, with the exception of essential activities (health visits, essential item
purchases, and vital jobs) (Lippi et al. 2020). The consequences of the actions have
been widespread psychological suffering and disruption of the workplace and school
systems for many people.

The gaming business is one that has been mostly unscathed by the epidemic, and user
involvement has increased significantly throughout this time (Javed 2020). In the case
of online mobile gaming, WinZo Games, an Indian gaming startup, claimed three times
greater user engagement and 30% more traffic. A trend seen elsewhere (Bora 2020) has
shown that multi-player modes are used around 35% more frequently than single-user
options.

The mechanisms of mobile gaming addiction

Ha Eun Park, Barney Tan

It is possible to become addicted to playing mobile games, which may lead to out-of-
control spending, declining physical health, and the deterioration of interpersonal
relationships. Most of the current research on mobile gaming addiction is focused on
the personality features that make someone more likely to get hooked as well as the
reasons why people play mobile games. The specific mechanisms by which the traits,
features, and content of mobile games cause addiction are still not well understood. Our
research, which aims to fill this knowledge vacuum, shows that a mobile game's traits,

22
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

features, and content cause addiction through a special blending of three underlying
mechanisms: the Socialization, Gambling, and Gameplay Mechanisms. Also, these
processes, which are individually made up of certain traits, traits, and features of a
mobile game, may affect players' psychological states and contribute to addiction to
mobile gaming.

Assessing behavioral patterns for online gaming addiction: A study among Indian
youth

Richa Misra, Sonali Singh, Nidhi Singh

The goal of the study is to pinpoint the psychological risk variables that can be used to
predict addiction to online gaming. 150 people who currently play or have in the past
played online games made up the sample. To analyze gaming behavior and other
psychological aspects, a structured questionnaire is employed. It was discovered that
emotional dependency, social isolation, disengagement from other activities, and
prolonged game play were predictors of online gaming addiction. Critical components
were identified using a confirmatory factors analysis, and respondents were categorized
as active or inactive online gamers based on their level of addiction and amount of
playing time using a discriminant analysis. The outcome reveals a sizable difference
between active and inactive players' perceptions of the aforementioned characteristics.
In terms of characterizing harmful gaming behavior, the study offers academics and
medical professionals’ useful information.

Mobile phones: vital addiction or lethal addiction? mobile phone usage patterns
and assessment of mobile addiction among undergraduate medical students in
Telangana, India

Vinay Jahagirdar, Kaanthi Rama, Pranavi Soppari, M Vijay Kumar

Undergraduate medical students' health suffers as a result of increased cell phone use.
The primary goal of this study is to ascertain the usage patterns of mobile phones among
undergraduate medical students in Hyderabad, India, as well as the negative impact that
excessive mobile use has on their health. Supplies and procedures. Between September

23
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

2020 and January 2021, cross-sectional research including undergraduate medical


students from several medical institutions in Hyderabad, India, was carried out. A semi-
structured, previously validated questionnaire was used to gather information from 626
respondents. The risk of smartphone addiction was evaluated using the Smartphone
Addiction Scale-Short Version (SAS-SV). SAS and Microsoft Excel were used to
examine the data. Using Fisher's exact test, associations were investigated. Results.
83.2% of respondents who used mobile devices admitted to using them for more than
four hours. Just 22% of students said they didn't use their phones in class. 51.6 percent
of people acknowledged to having their phones nearby when dozing off. 84.3% of
people utilized mobile social networking applications. Eye strain (67.9%), impaired
vision (31.4%), and tingling or numbness in the hands (30.9%) were also frequent side
effects of extended mobile usage. According to SAS-SV, 52.70% of the respondents
had a high chance of developing a mobile addiction.

COVID-19 Pandemic, Social Isolation, and Online Gaming Addiction: Evidence


from Two Case Reports

Sidharth Arya, Manoj Kumar Sharma, Sunila Rathee, Priya Singh

Online games have positioned themselves as activities that encourage adherence to


cautious measures, while allowing players to socially engage and amuse themselves,
against the backdrop of COVID-19 limitations. New information indicates that both
viewing and gaming activities are increasing globally. A susceptible group, however, is
at danger of problematic usage and addiction due to the sudden increase in the number
of people starting gaming activities. We give two instances from the actual world to
illustrate how pandemic-related changes can make people who had only sometimes or
little used the Internet to game more severely prone to gaming disorders.

Because of the heightened changes brought on by the pandemic, public health officials
need to be aware of the consequences of gaming addiction.

24
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

An Indian Perspective on Online Gaming as An Emerging Profession.

Ritesh Verma, Ashok Kumar

Online gaming was originally only for fun and entertainment, but in recent years, it has
transformed into a tremendous opportunity by fusing enjoyment with money and fame.
The gaming business has seen a considerable change as a result of the development of
graphics and audio. In North America, the gaming sector has grown faster than both the
cinema and sports sectors put together. Adults of various ages, not just kids or teens,
are so engaged in gaming that many of them have made it their job. Competitions are
being held on a national and international level, and players might win big while having
a good time. The potential available in the gaming industry, especially in India, are the
main subject of this research study. The future of the gambling sector in India is also
examined in this study report. In order to learn more about the players' earnings,
interests, and expectations, the study report contains a number of questions.

Suicide linked to PUBG video gaming: a case report

Raghvendra Kumar Vidua, Daideepya C Bhargava, Vivek Kumar Chouksey, Alok


Kumar Mishra

Online multiplayer warfare game PUBG is popular in India. Teenagers and adolescents
are becoming addicted to it, and they will not allow any interruptions while playing.
We report on a college student who, after receiving a reprimand from his parents for
playing PUBG on his phone and whose parents refused to supply the internet pack
recharge for it, committed himself by hanging. Several incidents in India have prompted
discussions on how to avoid addiction and create legislation to control its usage.

Gaming disorder for general practitioners: a brief overview

SANJU George, MANOJ KUMAR Sharma, MARK D Griffiths

A GAMING DISORDER IS WHAT? In May 2019, the diagnostic category "GD" was
added to the WHO's ICD-11 psychiatric categorization system. 1 Although this
provided this construct a lot of respectability, there is still a lot of disagreement on its
exact definition, screening, assessment, and treatment methods (Box 1). When video

25
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

games initially started to take off in the 1970s, they were far less sophisticated and
interactive (e.g., Pong, Space Invaders, etc.). Multiplayer online role-playing games
(like World of Warcraft) and multiplayer online combat arena games (like Fortnite), as
well as casual video games played on mobile devices like Candy Crush Saga, are now
popular games. Originally played in arcades and on personal computers, video games
have now developed into console gaming (using Play Station, Xbox, and other consoles,
for instance) and mobile gaming (using Android/Apple applications on smartphones
and tablets), making gaming more widely available and less expensive.

EPIDEMIOLOGY 433 million adults above the age of 12 were reported to be active
internet users in research titled "Digital in India 2019." 5 to 11-year-old users make up
about 71 million users. 3 There are no precise statistics on the prevalence of GD,
although specialists believe that it affects between 1.2% and 5.5% of persons
nationwide.

Development and validation of PUBG Addiction Test (PAT)

Lancy D’Souza, S Manish, S Deeksha

The current study seeks to create and validate a questionnaire to assess the degree of
PUBG addiction in young adolescents and middle-aged groups. There has been a rise
in pathological use of technology as a result of cheap, easy access to the internet and
the unrestricted use of cellphones, and many developing young brains are discovered
to have psycho-physiological symptoms. The authors posed 55 statements and
randomly selected data from 494 people across a range of professions and age groups.
Following initial face validation, only 455 of the questionnaire's 494 respondents'
replies were taken into account for the creation of the PAT after the inventories were
screened for accuracy and inconsistent responses. After factor analysis of the data,
seven components were identified, including disengagement, loss of control, excessive
usage, preoccupation, distress, overemphasis, and impulsive use. This inventory's total
variance explained was 54.94%. The Cronbach's reliability test was used to determine
the reliability, and the results showed that the alpha value ranged from 501 to 822 for
different components and 0.912 for the entire inventory. Also, all correlation
coefficients acquired using Pearson's product moment correlation techniques were
found to be very significant when item to total scores were correlated, demonstrating
26
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

the excellent reliability and validity of the PAT. Even the obtained inter-component
correlation coefficients were shown to be quite significant.

Game Addiction and Game Design: A Study Based Candy Crush Saga Players

S Navyashree, Shivangi Vashisth, Wricha Mishra

Casual gamers have become more prevalent as a result of the development of mobile
social games, which has helped academics better grasp the connection between player
psychology and Internet gaming addiction. Other elements, such as game design, must
also be taken into account. This study uses Candy Crush Saga as a casual game to
investigate the relationships between design elements such operant conditioning, game
play, game design, isolation, cheating, and Nash equilibrium and game addiction.
Players of Candy Crush Saga were given a survey to complete in order to understand
more about the game's design, gaming addiction scale, and demographics. Those
between the ages of 18 and 65 provided 206 replies in total. A multivariate statistical
analysis was performed after data collection. The results of this study showed a
relationship between the occupations of male and female addicts. The research
identifies a number of gaming-related factors that support adult gamers' addiction. We
found that some elements of Candy Crush tempt gamers to utilize it as a mood booster.
A solution was offered using the HCI Contextualize! Personalize! Persuade!
framework. Or the CPP framework, developed to track addiction using a support system
for behavior modification in Candy Crush and other gaming applications.

Extent of PUBG addiction among Indian and Tibetan students: A comparative


study

Lancy D'Souza, Penpa Dolma

PUBG is one of the online gaming programmed that is steadily growing in popularity.
The objective of the current study was to contrast the levels of PUBG addiction among
Tibetan and Indian students. A total of 272 players of PUBG made up the sample, of
which 162 were students from India and 110 from Tibet. The respondents finished the
D'Souza, Manish, and Deeksha (2019) PUBG Addiction Test (PAT) in a one session.

27
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

Disengagement, loss of control, excessive use, fixation, discomfort, escapism, and


over-enthusiasm & impulsive usage were the seven variables used by PAT to evaluate
addiction. The Chisquare test was used to determine how much PUBG was used by
Indian and Tibetan students, and a two-way ANOVA was used to see how gender and
country affected different PAT components. Findings showed that 36.8% of the sample
overall were likely to get hooked to PUBG, while 7.7% of them were really addicted.
Tibetan pupils have a higher PUBG addiction than Indian students. Tibetan students
outperformed Indian pupils on majority of the components and overall PUBG ratings.
Indian female students performed better on the PAT's escapist component than Tibetan
male students, who scored higher overall.

PUBG‐related suicides during the COVID‐19 pandemic: Three cases from


Pakistan

Mohammed A Mamun, Irfan Ullah, Norina Usman, Mark D Griffiths

Within a few days of one another, three hardcore gamers committed suicide in Lahore,
Pakistan. All three were young boys, between the ages of 16 and 20, and it appears that
PUBG addiction had a role in their deaths. All three people most likely experienced
additional risk factors for psychological instability. Practical Implications: Immersive
videogames that take up several hours a day, like PUBG, may offer a danger that in the
worst situations might be lethal for susceptible populations like teenagers and emerging
adults who have psychological predispositions and/or other comorbidities.

Internet gaming addiction: A technological hazard

Ankur Sachdeva, Rohit Verma

Addiction to online gaming can have serious effects on one's social, professional, and
personal life. The severity classifier is missing from DSM-5 despite the wide range of
severity and numerous manifestations of this condition. Early detection and treatment
may lead to full recovery.

28
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

Internet gaming addiction: a gender-based study of Indian adolescents

Simran Kaur

The beginning of experiencing life's trials and joys, or adolescence, is when a person
first begins to do so. The best indicator of how long a person will remain on earth is the
age at which they begin to understand the phenomena of life as a force. For many
people, this period may be both constructive and harmful. Being influenced is simple
throughout life, but it's especially easy throughout adolescence since the mind is still
developing. As we are all aware, teenagers frequently play online games. And it has
been observed that many teenagers exhibit an addicted tendency when playing online
games. So, the current study's main focus is on Indian adolescents' addiction to online
gaming. The study's goal is to compare the levels of internet gaming addiction between
male and female teenagers in India. IGD-SF9, or the Internet Gaming Disorder Scale-
Short Form 9, was used to gather data for this study (Pontes & Griffiths, 2015). 300
people (between the ages of 13 and 16) were chosen at random to participate in the
study. The study was carried out in Delhi NCR.

A t-test was employed to see if there were any appreciable differences in the degree of
internet gaming addiction between male and female Indian teenagers. According to the
findings, there is a considerable disparity between male and female Indian teenagers'
levels of addiction to online gaming. Due of their increased risk of being addicted to
online gaming, male teenagers.

Addiction of Students through usage of Smart Phone and its Impact on Human
Resources in India: A Preliminary Survey

B Mahammad Rafee, Vijayalaxmi Ramesh, R Mohammed Ali, M Shahul Hameed,


Ahamed Jakith, K Sankar

Technology has migrated from basic to smart mobile phones, affecting people of every
age, gender, and geographic location. Cell phone addiction has become a behavioral
addiction among students. According to a recent survey, university students check their
phones 150 times every day due to anxiety and FOMO. Smartphones are also used by
people for non-calling activities including browsing social media, utilizing Google, and
watching YouTube videos. The study's goals and objectives are to determine the extent

29
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

of smartphone addiction. Use and the effects it has on young people from a few colleges
in Chennai. There is a negative link between study time and study time allotted, which
indicates that students are not paying attention, and a positive correlation between study
time and studies other than games, which indicates that students can play games while
studying. Negative link occurs between time for study to missing food and constantly
checking mobile phone for alerts. Focusing on studies in addition to games and being
obedient to parents are found to be positively correlated, while avoiding social
gatherings, skipping meals, and frequently checking mobile devices for changes are
found to be negatively correlated. This suggests that studying in addition to playing
games is a new way of learning that goes hand in hand. Children are not yet ready to
engage in social activities, skip meals, or regularly check their mobile devices for alert.
Time spent on social media and gender, characteristics of frequent checking and mobile
use, Time spent on social networking applications, time spent on gaming apps, and time
spent on OTT apps are all related. The time spent on the aforementioned tasks is the
same regardless of gender.

Designing digital games for rural children: a study of traditional village games in
India

Matthew Kam, Akhil Mathur, Anuj Kumar, John Canny

Economic empowerment in poor nations is hampered by low educational levels. We


argue that instructional video games can benefit kids in underdeveloped countries. We
present the results of preliminary research conducted with three communities in North
and South India in order to highlight some issues with digital games that fall short of
rural children's understanding of games and to show that there is still much to be
discovered about creating games that have cultural significance for them. Based on our
contextual interviews, we describe 28 of the traditional village games that they play. To
demonstrate what distinguishes traditional games from other videogames, we examine
the mechanisms in these games and contrast them with those in other videogames. We
were able to better understand the playability difficulties we saw in our exploratory
trials thanks to our analysis, which also guided the creation of a new videogame that
rural kids found to be more engaging and intuitive.

30
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

CHAPTER 3: RESEARCH METHODOLOGY

Introduction:

The mixed-method approach will allow for triangulation of data from different sources,
which will increase the validity and reliability of the findings. The combination of
quantitative and qualitative data will provide a comprehensive understanding of the
social impact of mobile gaming among secondary school students.

Research Question:

Based on the literature review and gap of the study the following research questions
arise which needs to be answered through this study:

 What kinds of mobile games do students in secondary schools play, and how often
do they play them?
 How does mobile gaming impact secondary school students' social behaviour,
particularly how they interact with friends and family members?
 What effect does mobile gaming have on secondary school pupils' academic
performance?

Hypothesis:

H0: Mobile Gaming does affect the academic performance of student.

H1: Mobile Gaming does not affect the academic performance of student.

31
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

Objective of the study:

To investigate the effects of mobile gaming on secondary school students' social


interactions and behaviour, including communication changes, the development of
social skills, and peer interactions, and to spot any potential adverse effects like
addiction, social isolation, or cyberbullying.

To look into how mobile gaming affects relationships, communication, and social
interaction in students of all ages, as well as any potential side effects including
addiction, cyberbullying, or poor academic achievement. This study also attempts to
find methods and suggestions for encouraging students to use mobile gaming in a
healthy and constructive way.

DATA COLLECTION:

32
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

33
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

34
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

35
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

36
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

37
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

38
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

I gathered information from my survey, which received a total of 124 answers to my


structured questions.

Around 80% student have their own mobile phone, which shows their parents are not
aware about the future of there children. Also mobile gaming is affecting students health
which can be more harmful for them. According to my research, more than 50%
students required counselling, it shows how much mobile gaming can be addicted.

According to the poll, half of the number of students play games for average 4 hours
and rest of the students play more than 4 hours. Excessive gaming can lead to poor
academic performance, as students may neglect their studies in favor of gaming. Mobile
gaming can cause conflicts in family and peer relationships, as students may prioritize
gaming over spending time with loved ones.

Mobile gaming can be a platform for social interaction and collaboration among
students, helping them build connections and friendships with peers who share similar
interests. Mobile gaming can improve communication skills as students interact with
other players from different backgrounds and cultures, helping them develop social and
communication skills.

Mobile games often require critical thinking and problem-solving skills, which can be
beneficial for academic performance and future career prospects.

The balance between safe gaming behaviours and excessive use will ultimately
determine the influence of mobile gaming on secondary school pupils. To guarantee a
beneficial influence on kids' social life, educators, parents, and game makers should
encourage appropriate gaming behaviours and promote alternative social activities.

39
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

CHAPTER 4: DATA ANALYSIS

 EFFECTS ON SOCIAL LIFE:

Depending on a person's gaming habits and the sort of game being played, mobile
gaming might have an impact on their social life. To guarantee a good social impact, it
is critical to encourage appropriate gaming behaviours and a balance between mobile
gaming and other social activities.

 IMPACT ON ECONOMY:

Mobile gaming has a significant impact on the economy, both globally and locally. Here
are some ways in which mobile gaming impacts the economy:

 Revenue generation: Mobile gaming is a multi-billion dollar industry that generates


significant revenue through in-app purchases, subscriptions, and advertising. Game
developers and publishers create jobs and contribute to the economy through the
revenue generated by mobile gaming.
 Job creation: The mobile gaming industry creates a range of job opportunities, from
game development to marketing and customer support. As the industry continues to
grow, more jobs are created, which helps to boost the economy.
 Technology advancements: Mobile gaming drives technological advancements and
innovation, such as new game engines, graphics processing, and mobile hardware.
These advancements have far-reaching impacts across industries, including
healthcare, education, and entertainment.
 Tourism: Mobile gaming can have a positive impact on tourism, as gamers often
travel to attend gaming events and conventions. These events generate significant
revenue for local businesses and the economy.
In summary, the mobile gaming industry has a significant impact on the global and local
economy, generating revenue, creating jobs, driving technological innovation, and
promoting tourism and business growth.

40
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

Limitation of study:

There are several limitations to consider when conducting research on the impact of
mobile gaming among secondary school students. Here are some potential limitations:
 Sample size: The study may have a small sample size, which may limit the
generalizability of the findings to a larger population.
 Self-reporting bias: Participants may not report their gaming habits or the impact of
mobile gaming on their social lives accurately due to social desirability bias or other
factors.
 Confounding variables: There may be other factors, such as family or academic
stress, that could be impacting the participants' social lives and cannot be fully
controlled for in the study.
 Time frame: The study may have a limited time frame, which may not allow for
long-term effects of mobile gaming on social life to be fully evaluated.

Overall, it is important to consider these limitations when conducting research on the


impact of mobile gaming on secondary school students' social lives. Mitigating these
limitations can help to ensure more accurate and reliable findings.

Positive Impact:

 Facilitates social interaction: Mobile gaming can provide a platform for social
interaction and collaboration among players, allowing individuals to build
connections and friendships with others who share similar interests.

 Creates a sense of community: Mobile gaming can create a sense of community


among players, providing a shared experience that brings people together and
promotes a sense of belonging.

 Enhances social skills: Playing mobile games can improve social skills as
individuals interact with players from different backgrounds and cultures, fostering
empathy and communication skills.

41
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

 Provides a source of entertainment: Mobile gaming can be a fun and engaging


activity to do with friends, promoting social bonding and enjoyment.

Negative Impact:

 Social isolation: Excessive mobile gaming can lead to social isolation, as


individuals may neglect real-life social interactions in favor of online gaming.

 Cyberbullying: Mobile gaming can expose individuals to cyberbullying and


harassment from other players, which can have negative impacts on mental health
and social wellbeing.

 Addiction: Mobile gaming addiction can cause individuals to prioritize gaming over
social relationships and responsibilities, leading to strained relationships and
negative impacts on academic and career prospects.

 Negative role modeling: Some mobile games may promote negative social
behavior, such as violence or disrespectful language, which can negatively
influence individuals' social interactions and attitudes.

Assumptions:

 Mobile gaming has a significant impact on the social lives of secondary school
students.
 The impact of mobile gaming on social life is primarily negative.
 The frequency and duration of mobile gaming are the primary factors that determine
its impact on social life.
 Secondary school students who play mobile games are less likely to participate in
other social activities.
 Mobile gaming has a greater impact on the social lives of secondary school students
than other forms of gaming or entertainment.

42
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

Factors Affecting For The Study:

 Frequency and duration of mobile gaming: The frequency and duration of mobile
gaming may impact the amount of time students have for other social activities and
may affect their social skills and relationships.
 Type of game: The type of mobile game being played may have different impacts
on social life. For example, multiplayer games may have a more significant impact
on social skills and relationships than single-player games.
 Age and gender: Age and gender may affect the way students engage with mobile
gaming and may influence the impact it has on their social lives.
 Parental attitudes and restrictions: Parental attitudes and restrictions towards mobile
gaming may affect the amount of time students have for other social activities and
may impact their social skills and relationships.
 Peer pressure: Peer pressure may influence students' gaming habits and may impact
the way they engage with their peers and social activities outside of gaming.
 Academic workload: Heavy academic workload may limit the amount of time
students have for social activities, including gaming.
 Social background: Students from different social backgrounds may have different
attitudes towards mobile gaming and may have different access to mobile devices
and games.

43
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

CHAPTER 5: SUMMARY, FINDINGS AND CONCLUSION

SUMMARY:

The project on the impact of mobile gaming among secondary school students aims to
investigate the potential effects of mobile gaming on students' social lives. The research
will consider several factors that may influence the impact of mobile gaming, including
the frequency and duration of gaming, the type of game being played, age and gender,
parental attitudes and restrictions, peer pressure, academic workload, and social
background. Potential limitations to the research include sample size, self-reporting
bias, confounding variables, time frame, and cultural differences. Researchers must be
cautious of assumptions that may bias findings and approach the study with an open
mind. Understanding the impact of mobile gaming on secondary school students' social
lives is important for educators, parents, and students themselves to make informed
decisions about the role of mobile gaming in their lives.

FINDINGS:
1. Mobile gaming may have a negative impact on students' academic performance,
particularly if it leads to a decrease in time spent on studying or other academic
activities.
2. The frequency and duration of mobile gaming may be associated with lower levels
of social skills and decreased social interactions with peers and family members.
3. The type of game being played may affect the social impact of mobile gaming.
Multiplayer games may provide opportunities for social interaction, but may also
lead to increased competition and social conflict.
4. Parental attitudes and restrictions towards mobile gaming may play a role in
students' gaming habits and may impact their social lives.
5. Peer pressure may influence students' gaming habits and may impact the way they
engage with their peers and social activities outside of gaming.
6. Heavy academic workload may limit the amount of time students have for social
activities, including gaming.

44
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

7. Social background may play a role in students' access to mobile devices and games,
which may impact their gaming habits and social lives.

CONCLUSION:
In conclusion, the impact of mobile gaming on secondary school students' social lives
is an important topic that requires further research. While previous research suggests
that mobile gaming may have negative effects on academic performance and social
skills, the type of game being played, parental attitudes and restrictions, peer pressure,
academic workload, and social background may all play a role in the impact of mobile
gaming on students. Therefore, a nuanced and comprehensive approach to studying the
impact of mobile gaming on students' social lives is necessary. By understanding the
potential effects of mobile gaming, educators, parents, and students can make informed
decisions about the role of mobile gaming in their lives and ensure that it does not have
a negative impact on their academic performance and social skills. Future research in
this area is needed to build on the existing body of knowledge and provide a more
comprehensive understanding of the impact of mobile gaming on secondary school
students' social lives.

After considering the issues mentioned above, data, and details, we will accept H0 and
we will reject H1 mobile gaming does affect the academic performance of student.

45
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

SCOPE OF THE PROJECT:

Overall, the project's scope is focused on investigating the impact of mobile gaming on
the academic and social lives of secondary school students. The project aims to provide
insights into the factors that may influence the impact of mobile gaming and to identify
strategies that can be used to mitigate any negative effects.

46
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

CHAPTER 6: RECOMMENDATIONS:

Based on the findings of the project on the impact of mobile gaming among secondary
school students, the following recommendations can be made:

 Awareness campaigns: Schools and parents should raise awareness about the
potential negative effects of excessive mobile gaming on students' academic
performance and social skills. Students should be encouraged to limit their gaming
time and engage in other activities that promote socialization and physical activity.
 Parental involvement: Parents should take an active role in monitoring their
children's mobile gaming activities and enforcing reasonable restrictions. Parents
should also educate themselves about the types of games their children are playing
and the potential impact on their development.
 Educational interventions: Schools can incorporate educational interventions into
their curricula that promote healthy mobile gaming habits and educate students on
the potential risks associated with excessive gaming. This can include counseling
services for students who struggle with addiction or other negative consequences.
 Game developers: Game developers should consider the potential impact of their
games on children's development and design games that are appropriate for their
age group. They can also incorporate features that promote physical activity and
socialization to balance out the sedentary nature of mobile gaming.
 Further research: Further research is needed to better understand the long-term
effects of mobile gaming on children's development and to identify effective
interventions. Future research can also explore the impact of other forms of digital
media on children's development and compare the impact of mobile gaming to other
forms of screen time.

47
SOCIAL EFFECT OF MOBILE GAMING AMONG SECONDARY STUDENTS

BIBLIOGRAPHY:

 https://ojs.aaresearchindex.com/index.php/AAJMRA/article/view/4508#:~:text=M
obile%20gaming%20is%20one%20of,impacts%20on%20students'%20academic
%20performance.

 https://digiinfomedia.online/impact-of-mobile-games-on-childs-health/

 https://files.eric.ed.gov/fulltext/EJ1364868.pdf

 https://www.sciencedirect.com/science/article/abs/pii/S0747563219301955

 https://en.wikipedia.org/wiki/Mobile_game

 https://scholar.google.com/scholar?hl=en&as_sdt=0%2C5&q=An+Indian+Perspe
ctive+on+Online+Gaming+as+An+Emerging+Profession.&btnG=

 https://www.inderscienceonline.com/doi/abs/10.1504/IJTEL.2012.051817

 https://scholar.google.com/scholar?hl=en&as_sdt=0%2C5&q=Impact+of+mobile
+gaming&btnG=

48
Check-For-Plag Anti-Plagiarism Report

Similarity Report

For

Sheila Raheja School of Business


Management and Research

Grade: B Similarity Percentage : 15.721 %

Uploaded By : Chetan Majgaonkar


Email Id : chetanmajgaonkar@gmail.com
Document : Chetan Majgaonkar F-138 Social...docx
Document Size : 606KB
Submitted Date & Time : 13-05-2023, 10:20:22
Document Language : english
Total characters/words : 82629/12479

13-05-2023 https://www.checkforplag.com Page 1/9

You might also like