Background: COVID-19 pandemic has resulted in a shift from the traditional classroom setup to online method of teaching and learning. Objectives: The aim of this study was to assess the prevalence of online gaming addiction among college students, during online pedagogy, COVID-19 pandemic lockdown, Tamil Nadu, India. Methods: A non-experimental descriptive research design was used. The study was conducted among individuals pursuing online collegiate pedagogy due to COVID-19 pandemic lockdown who had access to android mobile phones and who responded to the e-survey. Web-based link was created on Google forms and shared through WhatsApp application. A demographic profile sheet and Internet Gaming Disorder Scale were used to collect the data. Results: More than half of the respondents were non-disordered gamers (51.9%) and a minimum of them were disordered gamers (3.7%). Gender (P = 0.006), life time of first internet use (P = 0.023) and the purpose of Internet use (P = 0.021) were found to be significantly associated with online gaming addiction. Conclusion: The tools utilised to attain online pedagogy were often used to engage in online gaming. Synchronously individuals need to be educated of the risk of harmful use of the same technology in the event of losing control over it, the technology taking control over the individual, resulting in addiction.