"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.

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 t...

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Publicado en:British Journal of Guidance & Counselling Vol. 54; no. 2; pp. 227 - 242
Autores principales: Sathiyaseelan, Anuradha, Balasundaram, Sathiyaseelan, Patangia, Bishal, M, Ashwini
Formato: Artículo
Publicado: Taylor & Francis Ltd Apr2026
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Apr2026
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        10.1080/03069885.2024.2429397
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        atl: "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.
      aug:
        au:
          Sathiyaseelan, Anuradha
          Balasundaram, Sathiyaseelan
          Patangia, Bishal
          M, Ashwini
        affil:
          School of Psychological Sciences, Christ University, Bangalore, India
          School of Business and Management, Christ University, Bangalore, India
      su:
        India
        Habit
        Internet access
        Compulsive behavior
        Health status indicators
        Qualitative research
        Mental health
        Interviewing
        Home environment
        Emotions
        Social skills
        Psychological stress
        Academic achievement
        Interpersonal relations
        Video games
        Patients' attitudes
        Emotional intelligence
        Questionnaires
        Thematic analysis
        Research methodology
        Statistics
      sug:
        subj:
          Habit
          Internet access
          Compulsive behavior
          Health status indicators
          Qualitative research
          Mental health
          Interviewing
          Home environment
          Emotions
          Social skills
          Psychological stress
          Academic achievement
          Interpersonal relations
          Video games
          Patients' attitudes
          India
          Offices of Mental Health Practitioners (except Physicians)
          Home entertainment equipment merchant wholesalers
          Doll, Toy, and Game Manufacturing
          Video game publishers
          Video game design and development services
          Emotional intelligence
          Questionnaires
          Thematic analysis
          Research methodology
          Statistics
      keyword:
        behaviour
        effect
        Gaming
        health outcomes
        young adults
        behaviour
        effect
        Gaming
        health outcomes
        young adults
      ab: 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.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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