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VIDEO GAMING ADDICTION AMONGST SECONDARY SCHOOL STUDENTS : IS IT TIME TO TAKE ACTION ?

Authors: Dr. Pooja Birwatkar; Ms. Aafreen Mohammed Hayat;

VIDEO GAMING ADDICTION AMONGST SECONDARY SCHOOL STUDENTS : IS IT TIME TO TAKE ACTION ?

Abstract

The video game industry has evolved as one of the hugely popular in the entertainment industry. owing to its wide usage which is increasing multifold rapidly it becomes a focal point of researches to study how video gaming is affecting the physiological, sociological and psychological domains especially of young children and adolescents as this group is maximally reported to be indulging in video games. Global trends reveal that the researches one hand advocate the potential detrimental influence of video gaming including aggression and violent tendencies, the other set of researches vividly put forth the potential benefits in cognitive as well as psychosocial arena. However different stakeholders namely students, teachers and parents to be aware of the impact of video gaming on young minds. The present researches focusses on questions like -What are the trends shown by secondary school students regarding video game playing? How does video gaming affect their cognitive and psycho social well-being of students? What are their overall perceptions and experiences of students regarding video gaming? Results reveal that video gaming is a very common and popular leisure activity amongst the secondary school students. There are gender based differences in terms of extent of playing and the category of games. Many of the respondents accepted that video gaming has harms relating to physiological, psychological, academic effects and aspects related to time. The physical forms of playing are being slowly eroded by digital ones and social migrations are following it. What needs to be seen is transitions in children’s psychosocial development in near future on account of video gaming and its indulgence or addiction.

Keywords

Video gaming, secondary school students

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This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
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This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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