Abstract

Most of the top gaming companies are owned by China, Japan, Korea, and USA. However, the users of games, developed by these gaming tech-giants are worldwide. Online/offline gaming has been a fascination for adolescents and adults ever since video games came in the global market. Moreover, Internet provides a plethora of online and offline games which help the gamers to vent out their feelings and extend resources through communication which is essential for a healthy development of emotional and psychological state. Though society often took gaming as a light hearted activity and often intended to reduce stress and boredom has recently taken a drastic shift, highlighting its negative outcomes on the users. To add on to this, the formal declaration of Internet gaming as a mental health disorder by the World Health Organization (WHO) 2018 has brought relentless researches focusing on the detrimental impact of Internet games on the users. Moreover, this inclusion has had a great influence on the scientific researches. This paper attempts to explore the impact of Internet Gaming Disorder (IGD) on adolescent gamers qualitatively using thematic analysis, and offers suggestion for combating issues pertaining to Internet games on its users.

Highlights

  • According to a recent survey, India is currently ranked fifth among the list of top countries for ‘game downloads’ globally

  • In order to identify participants with Internet gaming disorder the Internet Gaming Disorder (IGD) scale proposed by Lemmens et al, (2015) was used to find out the respondents who met the criteria for IGD as per the guidelines set by DSM-5

  • Even the smartphone and laptop industries are marketing their new launches labelled as G-series, canvassing the gaming quotient of it as its Unique Selling Point (USP)

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Summary

Introduction

According to a recent survey, India is currently ranked fifth among the list of top countries for ‘game downloads’ globally. According to the Gentile et al, (2017) and Feng et al, (2017) American Psychiatric Association (APA, 2013) defines IGD in the DSM-5 as a “persistent and recurrent use of the Internet to engage in games, often with other players, leading to clinically significant impairment or distress.”. It is a persistent pattern of engaging in online/offline games that often results in several mental health issues, ranging from tolerance build-up, to extreme withdrawal symptoms; which are very similar to substance use disorders. Qualitatively identifying the factors contributing to IGD among adolescents will help spread awareness about IGD and take necessary precautions in the form of possible intervention strategy that can be devised to combat the disorder

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