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Original Research

CRITICAL ANALYSIS OF TEENAGE VIDEO GAMING COMPULSIVENESS

Dr. SMRITIKANA GHOSH 1, and Dr. SAULI MITRA 2.

Vol 19, No 02 ( 2024 )   |  DOI: 10.5281/zenodo.10692116   |   Author Affiliation: Academic Counselor, IGNOU (Ranchi) Jharkhand 1; Assistant Professor, Department of Psychology, MRM College, Darbhanga LNMU, Bihar 2.   |   Licensing: CC 4.0   |   Pg no: 710-722   |   Published on: 20-02-2024

Abstract

Engaging in play is an essential component of a child's growth and maturation. Providing children with sufficient time and space is crucial for their optimal growth since it is a basic entitlement for every kid. Video games provide a useful platform for today's young people to enhance their understanding and involvement with the contemporary world. One popular way that people occupy their time is by engaging in video games. That being said, video games can have a significant impact on a person's well-being. Opinions on these consequences vary, with some considering them advantageous and others viewing them as unfavorable. Engaging in video games can contribute to the overall well-being of children, enhance their social interactions, and foster their educational development. There are numerous cases that often go unnoticed, even though there is now a growing awareness of the various health issues associated with excessive gaming. Neuroimaging studies have shown that the brain regions involved in gaming disorders, gambling disorders, and addictions to psychoactive drugs are remarkably similar. Teenagers who participate in video games can experience a range of effects, both beneficial and detrimental. Across the world, health organizations and governments are advocating for research on the adverse effects of online gaming and strategies to address them. Newspapers and periodicals reassure parents that video games and other products formerly deemed adverse by experts have good impacts on youngsters. "Don't Bother Me, Mom—I'm Learning" and "How Computer Games Help Children Learn" go further, portraying video games as important learning models for contemporary youngsters.


Keywords

Gaming Addiction, Well-being, Excessive, Disorder and Impact.