Baboo Smitha PD Biju, Rajeev Aswin
Digital gaming has emerged as a form of recreation among adolescents, combining entertainment with interactive learning opportunities. While gaming can foster entertainment and cognitive engagement, excessive use has been linked to academic disruption, emotional dysregulation, and behavioural dependence. The present study aimed to examine the prevalence, patterns, and psychosocial correlates of gaming usage behaviour among Indian adolescents. A cross-sectional survey was conducted among 2,632 adolescents (aged 13-19 years) from schools across India using the Gaming Usage Questionnaire. Descriptive statistics and chi-square analyses were performed to assess associations between gaming duration, gamer typology, interference with daily activities, and emotional experiences.
The majority of adolescents identified as casual gamers (61.6%), with 60.9% reporting less than one hour of gaming per day. However, approximately 26.3% indicated interference of gaming with daily life, and 58.4% reported emotional changes associated with gaming. Longer gaming durations and higher gamer typologies (professional/expert) were significantly associated with interference and emotional fluctuation. The findings highlight that while gaming is largely recreational for most adolescents, a subset exhibits patterns suggestive of emerging problematic use. Preventive measures through school-based digital wellness and self-regul