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Abstract

Online gaming has become one of the most popular activities among the young population. The study explores online gaming activities among teenagers in semi-urban areas of Bihar and Jharkhand. It seeks to understand the prevalent mode of game genre, duration, options of recreation as an alternative to online game, and perceived consequences by the teenagers. Thirty-two participants, in the age range of 12-17 years (M=15.3 years), belonging to semi-urban domicile, were interviewed on questions ranging from status of use of game, genre type, substitute to online games practiced, related consequences, and withdrawal symptoms as perceived. Content analysis ofthe responses revealed that multiple genres of games are being played including combination of first player shooting games, real time strategy games, and sport games. Teenagers are spending more than two hours daily on online gaming, with perceived consequences on socialization and anger management. Not being able to play online has been found to evoke feelings of aggression, loneliness, and boredom which is further worsened by the absence of any suitableoutdoor orĀ  recreational activities.

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