“I am lost in that reality, and I'm just playing the game”
A qualitative study exploring gaming behaviour and its effect on young adults in India
Bibliographic Data
| ID | 21516353 |
|---|---|
| Authors | Anuradha Sathiyaseelan (0000-0001-6771-9413, Christ University), Sathiyaseelan Balasundaram (0000-0001-9593-871X, Christ University), Bishal Patangia (0000-0002-7693-3275, Christ University, corresponding author), M Ashwini (0000-0003-2077-7442, Christ University), Ashwini M (Christ University) |
| Year | 2026 |
| Volume | 54 |
| Issue | 2 |
| Pages | 227-241 |
| Publication date | 2026-03-04 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | British Journal of Guidance and Counselling (JOURNAL) |
| Journal identifiers | ISSN: 0306-9885 • E-ISSN: 1469-3534 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/03069885.2024.2429397 |
| OpenAlex | W4405485312 |
| Language | EN |
| References cited | 38 |
The current study aims to explore gaming behaviour among young adults in India and its effects on their physical and emotional health, productivity, interactions, and social life. Data were collected from 12 avid gamers through in-depth semi-structured interviews. A thematic analysis was conducted to identify the global theme and organise themes from the data. The global theme was the “exploration of contemporary gaming behaviour”. The habit theme included the origin of the game, practice, and change over time, while the effects’ theme focused on the physical and emotional health, productivity, interactions, and social life of young adults who engaged in gaming. The findings suggest that gaming behaviour has become an established habit among young adults in India, significantly affecting various aspects of their lives. The study highlights the need for increased awareness of the potential negative consequences of excessive gaming and emphasises the importance of moderation in gaming
Qualitative research · Social science · Sociology · Child Development and Digital Technology · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology
Psychology of Habit
Internet gaming addiction
Family factors in adolescent problematic Internet gaming
The Association Between Video Gaming and Psychological Functioning
Attitudes, Habits, and Behavior Change
The Kappa Statistic in Reliability Studies
The Measurement of Observer Agreement for Categorical Data
The Paradox of Interactive Media
Increased Gaming During Covid-19 Predicts Physical Inactivity Among Youth in Norway—A Two-Wave Longitudinal Cohort Study
Self-reported playing preferences resonate with emotion-related physiological reactions during playing and watching of first-person shooter videogames
How Online Gaming Could Enhance Your Career Prospects
Online Gaming During the Covid-19 Pandemic in India
Connection, meaning, and distraction
Physical Activity and Health Promotion in Esports and Gaming-Discussing Unique Opportunities for an Unprecedented Cultural Phenomenon
| Citation velocity | historical |
|---|---|
| Highly cited | No |