Problematic Online Play Unmasked: Awareness, Perceptions & Gaming Behaviours among College Students
Authors
Social Welfare Officer, Department of Epidemiology, The Tamil Nadu Dr. M.G.R. Medical University (India)
Prof & HoD, Department of Epidemiology, The Tamil Nadu Dr. M.G.R. Medical University (India)
Research Scholar, Department of Epidemiology, The Tamil Nadu Dr. M.G.R. Medical University (India)
Research Scholar, Department of Epidemiology, The Tamil Nadu Dr. M.G.R. Medical University (India)
Research Scholar, Department of Epidemiology, The Tamil Nadu Dr. M.G.R. Medical University (India)
Senior Assistant Professor, Department of Epidemiology, The Tamil Nadu Dr. M.G.R. Medical University (India)
Research Officer, Department of Epidemiology, The Tamil Nadu Dr. M.G.R. Medical University (India)
Research Officer (Statistics), Department of Epidemiology, The Tamil Nadu Dr. M.G.R. Medical University (India)
Article Information
DOI: 10.51244/IJRSI.2026.1306000508
Subject Category: Education
Volume/Issue: 13/6 | Page No: 6786-6794
Publication Timeline
Submitted: 2026-07-04
Accepted: 2026-07-10
Published: 2026-07-21
Abstract
Background:
Gaming is a widespread leisure activity, with nearly 3.3 billion participants globally. While most gaming is casual and non-problematic, excessive or real-money gaming can lead to psychological distress, financial strain, and academic decline. Limited data exist on Indian college student’s perceptions and behaviors toward online gaming, particularly in health sciences.
Objective:
To assess the knowledge, perception and behaviour of online gaming among college students.
Methodology:
A descriptive cross-sectional study was conducted among 194 undergraduate students (138 women, 56 men) across medical, dental, allied health sciences, and arts disciplines. A semi-structured questionnaire captured demographic data, gaming frequency, preferences, awareness of legal/illegal platforms, borrowing behavior, and regulatory opinions. Data were analyzed using descriptive statistics in JASP software.
Results:
Participant’s mean age was 20.14 years (SD = 3.09). Most students (51%) rarely played online games, with casual games (50%) being the most preferred. Only 17.5% reported engaging in real-money gaming, and 51.5% could not distinguish legal from illegal platforms. A majority (75.8%) favored government clarification on platform legality. Borrowing for gaming was uncommon, though 12.9% had lent money for this purpose. Students preferred flexible regulatory measures, with 27.3% supporting self-imposed limits.
Conclusion:
Online gaming among college students is largely casual and non-monetary. However, limited awareness of legal frameworks and sensitivity to reward-based environments highlight potential vulnerabilities. Government-led regulatory clarity and educational interventions are essential to safeguard student well-being.
Keywords
Online gaming, College students, Real-money gaming
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References
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