Rising Concern: Gaming Addiction among Kids
DOI:
https://doi.org/10.31305/rrijm2023.v03.n03.003Keywords:
Gaming, addiction, kidsAbstract
In recent years, the widespread popularity of video games has brought about a surge in concern surrounding gaming addiction, particularly among children. This paper explores the growing problem of gaming addiction among kids shedding light on the factors contributing to its rise and the potential consequences it bears. In an era where technology and entertainment are deeply integrated into daily life, understanding and addressing gaming addiction among kids has become a pressing public health matter, demanding collaborative efforts from healthcare professionals, educators, parents, and policymakers. This paper insights into the complexity of this issue, fostering a comprehensive understanding of the challenges and solutions surrounding gaming addiction among children.
References
Bandura, A. (1977). Social learning theory. Prentice-Hall.
Cheng, C., & Li, A. Y. (2014). Internet addiction prevalence and quality of (real) life: A meta-analysis of 31 nations across seven world regions. Cyberpsychology, Behavior, and Social Networking, 17(12), 755-760.
Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Plenum Press.
Ferguson, C. J., Coulson, M., & Barnett, J. (2017). A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems. Journal of Psychiatric Research, 94, 1-8.
Griffiths, M. D. (2005). A components model of addiction within a bio-psychosocial framework. Journal of Substance Use, 10(4), 191-197.
Kaur, J., Singh, S., & Bhatia, M. S. (2020). Prevalence and pattern of gaming addiction among school children in Punjab. Industrial Psychiatry Journal, 29(1), 60-65.
Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278-296.
Müller, K. W., Janikian, M., Dreier, M., Wölfling, K., Beutel, M. E., Tzavara, C., …, & Richardson, C. (2016). Regular gaming behavior and internet gaming disorder in European adolescents: Results from a cross-national representative survey of prevalence, predictors, and psychopathological correlates. European Child & Adolescent Psychiatry, 25(7), 813-826.
Rideout, V., & Robb, M. B. (2019). The common sense census: Media use by tweens and teens. Common sense media.
Sharma, M. K., Kaur, N., & Sharma, A. K. (2019). Prevalence of internet addiction and its association with depression, anxiety, and stress among medical students in Punjab, India. Indian Journal of Public Health, 63(4), 328-332.
Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections between addiction and identifying with a character. CyberPsychology & Behavior, 11(6), 715-718.
Wang, C., Pan, R., Wan, X., Tan, Y., Xu, L., Ho, C. S., ..., & Ho, R. C. (2020). Immediate psychological responses and associated factors during the initial stage of the 2019 coronavirus disease (COVID-19) epidemic among the general population in China. International Journal of Environmental Research and Public Health, 17(5), 1729.