Abstract
Virtual Games, owing to their graphics, user interface, and addiction amongst youth has become a topic of discussion across the world. widely across. It is believed that only the analytical and intellectual ability of youth gets deteriorated because of virtual gaming. However, the scenario is much broader than one could believe. It traps major stages of youth ability in different aspects. Approx. four per cent of people who play games are addicted to gaming but in the case of youth, it is much severe. Mobile Gaming, Online Gaming and Virtual Dangerous Games were taken up for research on youth from different families and different age groups. The cases of leisure, parental negligence, easy access of smartphones and laptops, introvert nature of youth and its effect on youth’s academic, mental and social imbalance were also considered The recent Blue whale Challenge was identified as one of all-time sinister game. It had 50 tasks to complete in which the players had to do strange tasks and ultimately kill themselves. Hundreds of players got killed but the major victim was the youth of 12-18 years age group. Owing to this youth from the same age group were considered for this research. The research also deals with a live survey on families to acquire the reason of interest in games, the chance of mental degradation, downgrading scores, crime by youth due to game influence. The research also delves into the recently popular game “Player Unknown’s BattleGrounds (PUBG)” and its effect on youth. several graphical representation and logs were used to support the survey
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
More From: International Journal of Innovative Technology and Exploring Engineering
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.