Critical Analysis of Online Gaming and its Impact of Addiction among Gen-Z
Keywords:
online gaming, addiction, generation, technology, industry.Abstract
Technology is a major factor in every aspect of human life in the modern period. Modern technology is being used by people for enjoyment and knowledge, which has numerous positive effects on society as a whole. Online gaming is regarded as a kind of amusement by some people. The rise of the online gaming industry in this generation has been aided by the development of the mobile and network industries. Another way that people decompress from life's stresses is through online gaming. Online gaming has an opposite side, just like everything else. It addresses several legal concerns surrounding online gaming, including its legal standing, the legitimacy of gaming from abroad, the possibility of criminal behavior, and the tax
ramifications of gaming online. It also emphasizes the necessity of a thorough legal framework as well as the ramifications for internet gambling in India. Lastly, it offers suggestions for more stringent control and supervision of online gambling in India.
References
Gary L. Creasey and Barbara J. Myers, Video Games and Children: Effects on Leisure Activities,
Schoolwork, and Peer Involvement, Merrill-Palmer Quarterly, 32(3), July 1986, 251-262
https://www.indiatimes.com/explainers/news/how-rapidly-is-the-gaming-industry-growing-in-india-
html
https://www.thehindu.com/business/Industry/ib-ministry-issues-fresh-advisoryagainst-betting-and-
gambling-adverstisements/article66706570.ece?trk=article-ssr-frontend-pulse_little-text-block
Simon Read, “Gaming is booming and is expected to keep growing,” World Economic Forum, July 28,
J osh Howarth, “How Many Gamers Are There?” Exploding Topics, January 18, 2023,
Bartosz Skwarczek, ”How The Gaming Industry Has Leveled Up During The Pandemic,” Forbes, June 17,
,
Indian gaming industry poised for strong growth: projected to reach $7.5 Bn by
FY28,” Lumikai, November 2, 2023
Donita Jose, “507 mn: India records largest pool of mobile gamers, pips China, America,” The Times of
India, November 5, 2022
Douglas A. Gentile, Amy I. Nathanson, Eric E. Rasmussen, Rachel A. Reimer andDavid A. Walsh, Do You
See What I See? Parent and Child Reports of Parental Monitoring of Media,Family Relations, Vol. 61, No.
(July 2012), pp. 470-487
Sudha R; The effect psycho physiological of playing violent video games among children, January, 2012,
page 226.
Bong-Won Parka and Jae-Hyeon Ahn ; System Dynamics Review 26(2):117- 138 ,April 2010.
Bonk, Curtis J Dennen, Vanessa P; Report Date: Mar 2005, Pagination or Media Count: 56.
JayalakshmiG,RanganathanChidambaram,RamasundaramSrikumar,Vijayakumar R(2017)
Muezzin, Emre; Turkish online journal of educational technology-TOJET, spec issue 2 p59-65 Jul (2015).
Park, Hyun Sook; Kwon, Yun Hee; Park, Kyung-Min (2007).
The Seventh Schedule, List II (State List) of the Indian Constitution
The Public gaming Act of 1867
The Public gaming Act of 1867
Public Gambling Act of 1867
Sikkim Regulation of gaming (Amendment) Act, 2005
The Maharashtra Casino (Control & Tax) Act, 1976
The Sikkim Online Gaming (Regulation) Act, 2008
the Information Technology Act, 2000 [3] and the Rules [4]
Meghalaya Regulation of 31 Gaming Act, 2021
Meghalaya Prevention of Gambling Act, 1970
Rajasthan Virtual Online Sports (Regulation) Bill, 2022
Maharastra Prevention of Gambling Act, 1887,
Tamil Nadu 36 Prohibition of Online Gambling and Regulation of Online Games Bill, 2022
The Karnataka Police Amendment Act, 2021
ibid
The 38th Amendment Rule to the Information Technology (Intermediary Guidelines and Digital Media
Ethics Code)
Ibid
Ministry of Electronics and Information Technology has proposed changes to the Information Technology
(Intermediary Guidelines and Digital Media Ethics Code) Rules, 2021
Section (qc) of the Information and Technology Act, 2000
Section (qd) of the Information and Technology Act, 2000
Lalitha Ranjani, Blue Whale Challenge: At least 75 Whalers in Tamil Nadu's Madurai, THE NEW INDIAN
EXPRESS, Sep.1, 2017
Niemeyer, K., & Gerber, J. (2020). Exploring the potential of virtual reality for video game design: A
systematic literature review. Entertainment Computing,
Salguero, R. A., & Moran, R. (2002). Measuring problem video game playing in adolescents. Addiction,
(12), 1601-1606.
Kamal, Nur & Wok, Saodah. (2020). the impact of online gaming addiction on mental health among iium
students. International Journal of Heritage, Art and Multimedia.
Galactus funware technology private vs. state of Karnatka 14 Feb. 2022
Pranita Vishal Yerankar, Dr. Abhijeet Kakinada (2020). To Study the Addiction of Mobile Games on
Youth, International Journal of Creative Research Thoughts (Ijcrt), © 2020 Ijcrt | Volume 8, Issue 9
September 2020 | ISSN: 2320-2882
Patrick E. Turner, Elizabeth Johnston, Mansureh Kebritchi, Sally Evans & David A. Heflich (2018).
Influence of Online Computer Games on the Academic Achievement of Non-Traditional Undergraduate
Students, ISSN: (Print) (Online) Journal
Kurt Garcia1, Nelson Jarabe1, Jessie Paragas (2018). Negative Effects of Online Games on Academic
Performance Southeast Asian Journal of Science and Technology, Volume 3, Issue 1, 2018 P-Issn: 2672-
E-Issn: 2672-2992
Aswathy.V&Devika.E, Girish.S (2019). “A Study On Impact of Online Gaming and Its Addiction Among
Youth with Special Reference to Kerala”, International Journal of Management, It & Engineering Vol. 9
Issue 6, June 2019, Issn: 2249-0558 Impact Factor: 7.119 Journal of Science and Technology Volume 3,
Issue 1, 2018 P-Issn: 2672-2984 E-Issn: 2672-2992
Dewa Putu Eskasasnanda (2017). Causes And Effects Of Online Video Game Playing Among Junior-
Senior High School Students In Malang East Java, Komunitas: International Journal Of Indonesian Society
And Culture 9(2) (2017):
Kalyani (2015), “An Empirical Study on Gaming Industry in India with Special Reference to the
SmartPhone” Games & Smart Generation Players of School and College Journal of Management
Engineering and Information Technology (JMEIT) Volume -4, Issue- 3, Jun. 2017
J. Tengah and T. Matematika, “The Effect of Online Games on Learning Motivation and Learning
Achievement,” vol. 7, pp. 22–31, 2022.
D. S. Rao and A. Kumar, “Development and Validation of the Social Media Self-Esteem Scale for
Adolescents,” Int. J. Cyber Behav. Psychol. Learn., vol. 10, no. 4, pp. 1–13, 2020
Kumar K. (2021). Growth trends in the gaming industry of India. International Journal of Social Science
and Economic Research, 6(7), 2500-2510
I. Islam, R. K. Biswas, and R. Khanam, “Effect of internet use and electronic game play on academic
performance of Australian children,” Sci. Rep., pp. 1–11, 2020
M. Sundberg, “Online gaming, loneliness and friendships among adolescents and adults with ASD,”
Comput. Human Behav., vol. 79, pp. 105–110, 2018
Mäyrä, F., & Alha, K. (2020). Mobile Gaming. The Video Game Debate 2, 107-120
KPMG. (2021). Beyond the tipping point A primer on online casual gaming in India. Retrieved 14 March
Dey K. (2021). An Analysis of Gaming Industry in India. International Journal of Science and Research,
(5).
Scoop Team. (2021). A Look at the 10 Most Advanced Mobile Games Available Today - Scoop Empire.
Retrieved 17 March 2022



