Crossref DOIMemberCiteFactoropen accessissn
SJIF Impact Factor 8.659 | ISSN: 2582-3930
IJSREM Logo

International Journal of Scientific Research in Engineering and Management

(Gateway to Global Scholars - An International, Scholarly, Multi-Disciplinary, Open Access Journal)

Peer-Reviewed Journal Designed to Meet UGC's Quality Parameters

HomeCurrent IssuePast IssuesPay OnlineConferencesEditorial BoardAbout UsContact Us
IJSREM

Loading article...

Follow Us

  • Google Scholar
  • ResearchGate
  • Academia.edu
  • Mendeley
  • LinkedIn
  • Facebook
  • Instagram

Journal Policies

  • Peer Review Policy
  • Publication Ethics
  • Copyright Infringement
  • Refund & Cancellation Policy
  • Terms and Conditions
  • Privacy Policy

Journal Identifiers & Licenses

  • ISSN Verified: 2582-3930ISSN Verified: 2582-3930
  • Crossref DOI: 10.55041Crossref DOI: 10.55041
  • SJIF Ranking: 08.659SJIF Ranking: 08.659
  • Licensed under CC BY 4.0Licensed under CC BY 4.0
  • ISO Certification: 9001:2015ISO Certification: 9001:2015
  • Indexed & Cited In: Google ScholarIndexed & Cited In: Google Scholar

Contact Us

International Journal of Scientific Research in Engineering and Management (IJSREM)

#62/1, New No 7, 1st Cross, 2nd Main, Ganganagar, R T Nagar, Bangalore North, Bangalore, Karnataka, India – 560032
[email protected]+91 93911 67991
logos
logos
Working Hours

Mon – Sat: 9:00 AM – 6:00 PM

Sunday: 10:00 AM – 4:00 PM

+91 93911 67991

© 2026 IJSREM – International Journal of Scientific Research in Engineering and Management. This is an open-access journal. Articles are published under the Creative Commons Attribution (CC BY 4.0) License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

DisclaimerPrivacy PolicyTerms and Conditions
ArticlePeer ReviewedOpen AccessPlagiarism Passed
Paper ID:IJSREM66177

STUDY ON ONLINE GAMING ADDICTION ON YOUTH'S MENTAL HEALTH

Stream/Area:

-

Subject:

-

Paper ID:

IJSREM66177

Volume:

10 |

7 |

Jul 2026

Pages:

1-12

Publication Frequency:

Monthly (12 issues per year)

DOI
Digital Object Identifier
10.55041/IJSREM66177

License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.

Share this article:

Authors

BGDT

Bharath Gowda D T

MBA Student,

Vidya Vikas Institute of Engineering and Technology, Mysuru

Download Author Certificate

Mentors

M

Madhunayaka

Assistant Professor

Vidya Vikas Institute of Engineering and Technology, Mysuru

Download Mentor Certificate

Author Services & Downloads

Full ArticlesAcceptance Certificate

Abstract

Especially among the youth, playing online games has turned into a hobby, from which young people benefit greatly. The game industry promotes it as a way of entertainment, gaining new skills, and interacting with others. Yet, like any other activity, playing video games has its disadvantages when it is done excessively. The problem of gaming addiction has become one of the most serious ones in the modern world. This study aims to analyse the relationships between online gaming addiction and the mental health of the youth. The research will be quantitative since the results will be based on the collected numerical data. There is a need to explore the influence of gaming on stress, anxiety, depression levels, sleep patterns, social life, and studies of the youth. The study will be conducted by distributing questionnaires among the target population to collect quantitative data. The main finding of this research is that gaming addiction has negative impacts on the mental health of the youth. The results also demonstrate that gaming can be beneficial for the well-being of the youth when it is taken in moderation. As the research shows, it is necessary to spread awareness about healthy gaming habits and encourage the target population to implement them. This study can serve as the basis for future research in this domain and assist various communities in comprehending the impact of online gaming on the mental health of the youth.

KEYWORDS

Online Gaming Addiction Youth Mental Health Psychological Well-being Anxiety Depression Stress Social Isolation Academic Performance Gaming Behaviour.

Cite This Article

Bharath Gowda D T, Madhunayaka, "STUDY ON ONLINE GAMING ADDICTION ON YOUTH'S MENTAL HEALTH," International Journal of Scientific Research in Engineering and Management, vol. 10, no. 7, pp. 1-12, Jul 2026. https://doi.org/10.55041/IJSREM66177

Full Article/Conclusion

The study concluded that online gaming has a significant impact on the respondents’ behaviour, sleep patterns, and academic performance. While the majority of the participants can control their gaming habits, some respondents reported experiencing challenges managing their gaming time, affecting their sleep and studies. The negative effect of online gaming was more prominent among male respondents, particularly those aged 19–22 years. It is essential to note that a balanced approach to online gaming and proper time management can reduce the adverse impact of gaming on sleep patterns and studies.

References

1. Anderson, C. A., & Dill, K. E. (2000). Video Games and Aggressive Thoughts, Feelings, and Behaviour in the Laboratory and in Life. Journal of Personality and Social Psychology, 78 (4), 772-790. 2. Griffiths, M. D. (2005). A ‘Components’ Model of Addiction within a Biopsychosocial Framework. Journal of Substance Use, 10 (4), 191-197. 3. Kuss, D. J., & Griffiths, M. D. (2012). Internet Gaming Addiction: A Systematic Review of Empirical Research. International Journal of Mental Health and Addiction, 10, 278–296. 4. Young, K. S. (1998). Internet Addiction: The Emergence of a New Clinical Disorder. Cyber Psychology & Behaviour, 1 (3), 237–244. 5. World Health Organisation. (2019). International Classification of Diseases (ICD-11): Gaming Disorder. 6. American Psychiatric Association (2013). Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Arlington, VA: American Psychiatric Publishing 7. Gentile, D. A. (2009). Pathological Video-Game Use Among Youth Aged 8 to 18: A National Study. Psychological Science, 20 (5), 594-602. 8. Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and Validation of a Game Addiction Scale for Adolescents. Media Psychology, 12 (1), 77-95. 9. Przybylski, A. K., Weinstein, N., & Murayama, K. (2017). Internet Gaming Disorder: Investigating the Clinical Relevance of a New Phenomenon. American Journal of Psychiatry, 174 (3), 230-236. 10. King, D. L., & P. H. (2014). The Cognitive Psychology of Internet Gaming Disorder. Clinical Psychology Review, 34 (4), 298-308.

Editorial & Review Transparency

Publication Date

7/18/2026

Peer Review Type

Double-Blind Peer Review

Review Rounds: 2

Documents

Review Report (Confidential)
Copyright Form (Office)

Article Metrics & Impact

Article Views

0

Total views since publication

PDF Downloads

5

Total downloads since publication

Geographic Reach

5

Indexing, Archiving & Preservation

Google Scholar
Academia
ResearchGate
Crossref
SSRN
Semantic Scholar
Thomson Reuters
WorldCat
Mendeley
OpenAlex
EBSCO
Zenodo

Digital Preservation: This article is permanently archived on Zenodo and complies with all data preservation standards across major indexing platforms.

Ethics, Compliance & Transparency

Plagiarism Screening

This manuscript has been checked for plagiarism using TurnitinPlagiarismChecker software.

Conflict of Interest

The authors declare no conflict of interest related to this research work.

Funding Information

No funding information available for this research.

Similar & Recommended Articles

Similar Articles by Topic

Related research in the same subject area

Loading similar articles...