A Study to Assess the Negative Psychological Impact of Online Gaming among Adolescents at Selected Schools of Chaubepur, Kanpur, U.P.

Introduction:With the continuous advancement of technology and the widespread adoption of the Internet, online games have become an indispensable part of modern teenager's entertainment lives.As a new form of entertainment, online games possess unique characteristics and influence, attracting significant attention regarding their positive and negative effects on adolescents.China Internet Network Information Center defines an online game as a game product that takes the computer as the client and the Internet as the data transmission medium. Materials & Methods:To accomplish the objectives of the study, quantitative research with descriptive survey design was adopted.In this study, the sample consists of 30 adolescent studying in selected schools of Kanpur who fulfilled the inclusion criteria for the study.The convenience sampling technique was used for this study.A structured Socio demographic variable, and Basic Psychological Needs Scale (BPNS) questionnaire and online game addiction checklist.Section A was socio-demographic data, and the section -B was Basic Psychological Needs scale to assess the adolescent's psychological status.Section C online game addiction checklist to assess the online game addiction among the adolescents.Validity of the tool was established with experts.For the main study the data collected from 02-02-2024 to 28-02-2024 from adolescents studying in selected schools of Kanpur who fulfilled the inclusion criteria.The collected data was tabulated according to various parameters and the complete analysis was done with descriptive and inferential statistics.Results: Most of the samples belongs to 16-18 years 40%, Most of the samples are male 56.7% most of the samples are staying in hostel 56.7%.Most of the parents marital status are marriage bond continues 70%, widowed 20% and separated 10%, most of the samples mother are had no primary education 40%, most of the samples father had private job 46.7%, most of the samples are belong to above poverty line 53.3%,Categorization of samples based on their psychological status revealed that 30% samples had no psychological satisfaction 30%, low satisfaction 33.3%, and psychologically satisfied 36.7%.Categorization of samples based on mean, standard deviation and range based on psychological impact reveal that mean 76.70, standard deviation was 34.86, range was 116.Categorization of samples based on online game addiction revealed that 36.7% had no gaming, 33.3% had average gaming addiction, and 30% had game addiction.Categorization of samples based on, standard deviation and range based on online game addiction reveal that the mean was 61.47 mean, 26.20 standard deviation, 70 range.Karl pearson correlation used to find out the association between Psychological impact and online game addiction among the adolescents and the obtained value was 0.91 revealed that there was a perfect positive 872

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Publication Details

Journal
SDES-International Journal of Interdisciplinary Research
Published
2025-01-10
DOI
https://doi.org/10.47997/sdes-ijir/5.6.2025-872-879
Primary Topic
COVID-19 and Mental Health
Type
article
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0.00
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article

A Study to Assess the Negative Psychological Impact of Online Gaming among Adolescents at Selected Schools of Chaubepur, Kanpur, U.P.

Daminee Maurya, Preeti Mishra, Mohit Kumar, Jyoti D. Patel et al.
SDES-International Journal of Interdisciplinary Research
COVID-19 and Mental Health
article

A Study to Assess the Negative Psychological Impact of Online Gaming among Adolescents at Selected Schools of Chaubepur, Kanpur, U.P.

Daminee Maurya, Preeti Mishra, Mohit Kumar, Jyoti D. Patel, Rajdeep Singh Rawat, Ritu Yadav, Anjali Sharma, Prachi Patel, Usha Kumari, Saurabh Bharti, Komal Mishra
article en

Abstract

Introduction:With the continuous advancement of technology and the widespread adoption of the Internet, online games have become an indispensable part of modern teenager's entertainment lives.As a new form of entertainment, online games possess unique characteristics and influence, attracting significant attention regarding their positive and negative effects on adolescents.China Internet Network Information Center defines an online game as a game product that takes the computer as the client and the Internet as the data transmission medium. Materials & Methods:To accomplish the objectives of the study, quantitative research with descriptive survey design was adopted.In this study, the sample consists of 30 adolescent studying in selected schools of Kanpur who fulfilled the inclusion criteria for the study.The convenience sampling technique was used for this study.A structured Socio demographic variable, and Basic Psychological Needs Scale (BPNS) questionnaire and online game addiction checklist.Section A was socio-demographic data, and the section -B was Basic Psychological Needs scale to assess the adolescent's psychological status.Section C online game addiction checklist to assess the online game addiction among the adolescents.Validity of the tool was established with experts.For the main study the data collected from 02-02-2024 to 28-02-2024 from adolescents studying in selected schools of Kanpur who fulfilled the inclusion criteria.The collected data was tabulated according to various parameters and the complete analysis was done with descriptive and inferential statistics.Results: Most of the samples belongs to 16-18 years 40%, Most of the samples are male 56.7% most of the samples are staying in hostel 56.7%.Most of the parents marital status are marriage bond continues 70%, widowed 20% and separated 10%, most of the samples mother are had no primary education 40%, most of the samples father had private job 46.7%, most of the samples are belong to above poverty line 53.3%,Categorization of samples based on their psychological status revealed that 30% samples had no psychological satisfaction 30%, low satisfaction 33.3%, and psychologically satisfied 36.7%.Categorization of samples based on mean, standard deviation and range based on psychological impact reveal that mean 76.70, standard deviation was 34.86, range was 116.Categorization of samples based on online game addiction revealed that 36.7% had no gaming, 33.3% had average gaming addiction, and 30% had game addiction.Categorization of samples based on, standard deviation and range based on online game addiction reveal that the mean was 61.47 mean, 26.20 standard deviation, 70 range.Karl pearson correlation used to find out the association between Psychological impact and online game addiction among the adolescents and the obtained value was 0.91 revealed that there was a perfect positive 872

SDES-International Journal of Interdisciplinary ResearchVol. 5(6)
Openalex Percentile: Top 96%
COVID-19 and Mental Health
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