1ICSSR Doctoral Fellow, Department of Social Work, Bharathidasan University, Tiruchirappalli, Email: krahmathnisha5@gmail.com
2Professor, Department of Social Work, Bharathidasan University, Tiruchirappalli, Email: jerydaanand@bdu.ac.in, respectively.
Online Published on 19 February, 2025.
This study explores the complex interactions that exist between high school students’ use of technology, online gaming habits, and socioeconomic issues. Using a descriptive methodology, the study investigates the socioeconomic status, internet habits, mobile usage patterns, and impact of online gaming on the lives of sixty high school students in Tiruchirappalli city. Using a self- structured questionnaire and the validated Gaming Addiction Scale developed by Lemmens et al. (2011), the study examines several aspects related to the digital experiences of teenagers. An important tool for measuring gaming addiction is the Gaming Addiction Scale, which is well- known for its internal reliability and positive correlations with other validated measures. The results show that high school students come from different type of socioeconomic settings, which may have an impact on their digital behaviours. Internet usage patterns reveal preferences for online learning (45 per cent) over offline learning (55 per cent), whereas mobile usage patterns reflect a complex balance between online and offline activities. Different trends show up in the types of online games that people enjoy, with 85 per cent of people prefer shooting games over racing (15 per cent). There are different classifications of online gaming addiction severity: problematic cases (31.7 per cent), at-risk cases (61.7 per cent), typical instances (5.0 per cent), and severe cases (1.7 per cent). Important categories of online gaming addiction intensity are highlighted by the study, ranging from common to extreme instances. To manage and comprehend the multifaceted consequences of online gaming on teenagers, this study’s conclusion emphasizes the important need for focused treatments. These programs should tackle the risks associated with gaming addiction while also fostering healthier digital participation.
Online gaming addiction, High-school students, Adolescents, Concentration, Mobile usage