• Users Online: 392
  • Home
  • Print this page
  • Email this page
Home About us Editorial board Ahead of print Current issue Search Archives Submit article Instructions Subscribe Contacts Login 
ORIGINAL ARTICLE
Year : 2018  |  Volume : 34  |  Issue : 3  |  Page : 208-212

Video game use among schoolchildren and its impact on the study habits


1 Department of Psychiatric Social Work, NIMHANS, Bengaluru, Karnataka, India
2 Department of Social Work, Amrita School of Social Work, Cochin, Kerala, India

Correspondence Address:
Dr. Janardhana Navaneetham
Department of Psychiatric Social Work, NIMHANS, Bengaluru, Karnataka
India
Login to access the Email id

Source of Support: None, Conflict of Interest: None


DOI: 10.4103/ijsp.ijsp_58_17

Rights and Permissions

Background: Children usually play video games for entertainment, excitement, challenge seeking, emotional coping, and escaping from reality to virtuality to fulfill their unsatisfied needs or motivations. Video game is a ‘medium’ through which young children can make sense of, and feel at home in the present modern generation where in parents are too busy with their own career choices. Methods: The present study aims at understanding prevalence and how it impacts on the academics among the school children and to understand about mental health problems among the pathological user. The present study likes to explore the addiction of video and internet games among students and establish fact about its effects. Students were selected from two schools with state syllabus. Video game addiction scale and study checklist was used for the present study. 200 students in the classes of 8th and 9thgrades and those who can read and write English were invited to participate in the survey. Results: Almost half of the children reported that they did not play Video Game, 18% of students are using video game with control, 20% students are excessively using video games and 17.5% of the students fall under addiction category. The study indicated that 19% of the children were spending more than 3 hours for game. Conclusion: In conclusion, playing video and internet games is a widespread activity among young children, and a substantial proportion of their time is spent on this activity, affecting their relationship and the time spent on learning.


[FULL TEXT] [PDF]*
Print this article     Email this article
 Next article
 Previous article
 Table of Contents

 Similar in PUBMED
   Search Pubmed for
   Search in Google Scholar for
 Related articles
 Citation Manager
 Access Statistics
 Reader Comments
 Email Alert *
 Add to My List *
 * Requires registration (Free)
 

 Article Access Statistics
    Viewed11687    
    Printed106    
    Emailed0    
    PDF Downloaded738    
    Comments [Add]    

Recommend this journal