

Following the heartbreaking suicide of three sisters in Ghaziabad, Uttar Pradesh, attributed to gaming addiction, a report from the National Library of Medicine has disclosed that 5.3 percent of students aged 18 in the region are affected by Internet Gaming Disorder (IGD).
This study underscores that excessive gaming transcends mere entertainment, evolving into a significant public health issue with dire implications.
The research indicates that students engaging in online gaming are considerably more prone to developing IGD, with physical discomfort identified as one of the adverse effects.
Male students appear to be especially at risk, with over half of the individuals diagnosed with the disorder being male. The average age of the participants was 18.69 years, which is younger than findings from similar studies involving medical students, implying that non-medical college demographics may face an increased risk.
When compared to other studies conducted in India, prevalence rates are noted as 3.5 percent in Andhra Pradesh, 3.6 percent in New Delhi, and 4.25 percent in the Kanchipuram district of Tamil Nadu.
Globally, the statistics exhibit considerable variation, ranging from 21.8 percent among male high school students in Saudi Arabia to 10.3 percent in China and 9.2 percent in Lebanon.
The education level of parents, especially maternal literacy, has been shown to influence the development of Internet Gaming Disorder (IGD), with higher educational attainment associated with greater exposure to technology and gaming.
Residing away from one’s family, such as in hostels or rented accommodations, also indicated a higher occurrence of IGD; however, this correlation was not statistically significant, as indicated by the study.
In the same investigation, multiplayer online games were recognized as a more significant risk factor than solo gaming, with 6 percent of group gamers exhibiting signs of IGD compared to 4 percent of solo players.
Sarthak Sharma, the Founder of ModxComputers and a Tech Content Creator, discussed with The Tribune the reward systems in games that encourage users to continue playing.
Reward systems possess a strong psychological impact, even on younger individuals, and in their case, may significantly affect behavior, self-esteem, and value systems.
Many features, including loot boxes, are designed in gaming with principles derived from gambling, which involve random rewards. These features can lead players to exhibit increased impulsivity and a higher likelihood of engaging in other risky behaviors. The impact of these effects was especially pronounced when children and teenagers were the main participants in these games, he noted.
Reward systems and psychological manipulation are two facets of the same issue. The systems that gamify the process of learning can also transform into tools of psychological compulsion, as Sharma pointed out.
Dr. Paramjeet Singh, a Consultant Psychiatrist at PSRI hospital, contends that gaming often serves as a facade for underlying psychological conflicts and distress, indicating that it can be a maladaptive coping mechanism for issues such as depression, relationship troubles, and unresolved personal matters.
He further stated that there exists a bidirectional relationship between gaming addiction and stress, anxiety, depression, and loneliness.
Individuals experiencing such challenges are more susceptible to developing gaming addiction, which can exacerbate feelings of loneliness, anxiety, depression, and stress.
Singh also highlighted that in instances of gaming addiction, negative emotional states may arise when attempting to cease gaming, which is accompanied by cravings, urges, anxiety, and depression, potentially isolating the individual from those around them and leading to increased loneliness.
