"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...
| Publicado en: | British Journal of Guidance & Counselling Vol. 54; no. 2; pp. 227 - 242 |
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| Autores principales: | , , , |
| Formato: | Artículo |
| Publicado: |
Taylor & Francis Ltd
Apr2026
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=194088650&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 194088650 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 03069885 BJG jtl: British Journal of Guidance & Counselling issn: 03069885 maglogo: N pubinfo: dt: Apr2026 vid: 54 iid: 2 pid: 377 pub: Taylor & Francis Ltd artinfo: ui: 194088650 10.1080/03069885.2024.2429397 ppf: 227 ppct: 15 formats: tig: 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 refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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