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Online gaming addiction: Understanding the new-age obsession
*Corresponding author: Bhaskar Shenoy, Department of Paediatrics, Manipal Hospitals, Bengaluru, Karnataka, India. bshenoy@gmail.com
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How to cite this article: Shenoy B. Online gaming addiction: Understanding the new-age obsession. Karnataka Paediatr J. 2026;41:1-3. doi: 10.25259/KPJ_14_2026
A deeply distressing incident in Ghaziabad, Uttar Pradesh, has reignited concerns about the mental health impacts of excessive online gaming among teenagers. On 4 February, 2026, three minor sisters, aged 12, 14,and 16, reportedly died by suicide after allegedly being addicted to an online mobile game.[1] The incident, coming amid heightened awareness of youth mental health challenges, highlights a troubling connection between compulsive digital engagement and psychological distress in adolescents. While gaming itself is a popular pastime and social outlet for millions of young people, experts caution that problematic gaming and screen addiction can exacerbate emotional difficulties, interfere with daily life, and in rare but serious cases, contribute to self-harm.
This conversation is not new to India. In 2024, a 15-year-old boy in Pune died by suicide after days of gaming and leaving a note that read ‘log out’, drawing attention to the complex intersections of addiction, isolation, and mental health in the digital age.[2] With online gaming now ubiquitous among youth, understanding its potential harms is critical for parents, educators, clinicians, and policymakers aiming to protect adolescent well-being.
Video games have become popular among children and adolescents because they are exciting. There is growing concern about the potential for video games to have negative mental health consequences. Gaming addiction, poor coping strategies, unhealthy lifestyles, loneliness and isolation, depression, and even suicide ideation are just some of the challenges. Further, after playing and learning about famous games they can create parameters to analyse various gaming experiences and concerns. In addition to the positive effects of these games, the subsequent behavioural disorders in children as a result of addiction to them have led to a lot of studies in recent years. Attention-deficit hyperactivity disorder (ADHD) is one of the most common abnormalities in childhood and is characterised by attention-deficit, impulsivity, and hyperactivity. Moreover, 60% of cases also occur in adulthood. Since impulsivity is one of the fundamental components of attention-deficit disorder, it is reported that there is probably a correlation between addiction to video games and ADHD symptoms.
The American Psychiatric Association recently included internet gaming disorder (IGD) as a potential diagnosis. It is defined as ‘persistent and recurrent use of the Internet to engage in games, often with other players, leading to clinically significant impairment or distress’. Despite its name, IGD does not require that individuals exhibit symptoms of addiction solely with online video games. Problematic use can occur in both offline and online settings, although reports of video game ‘addiction’ often involve online games such as massively multiplayer online role-playing games. Importantly, frequent video game play cannot, alone, serve as the basis for diagnosis. The Diagnostic and Statistical Manual of Mental Disorders, 5th Edition, states that video game playing must cause ‘clinically significant impairment’ in the individual’s life. Indeed, studies have revealed that pathological video game use and high game play frequency are functionally distinct, although they are typically highly correlated.
Online gaming addiction, sometimes referred to in clinical discussions as IGD, is characterised by persistent, compulsive engagement in gaming despite negative consequences. Unlike casual gaming, problematic use can disrupt sleep, school performance, social relationships, and emotional health. ‘Gaming addiction has been recognised by the International Classification of Diseases (World Health Organization [WHO]) as a mental health issue which can be defined by compulsive and excessive gaming which affects the daily functioning, including school, family, social life, and even self-care for a prolonged period’.[3] Peer-reviewed research in the International Journal of Environmental Research and Public Health (2023) has documented significant associations between addictive gaming patterns and increased risk of suicidal thoughts and behaviours among adolescents. This large study of Chinese teenagers found that about 17% met criteria for internet gaming addiction, and those with such patterns were more likely to report suicidal ideation, particularly when negative emotions were also present.[4]
Similarly, research tracking Taiwanese adolescents showed that internet addiction, including excessive gaming, was significantly linked to a higher risk of suicidal ideation and attempts, even after accounting for factors such as depression and self-esteem.[5] A longitudinal study published in JAMA tracking over 4,000 teens found that compulsive, distress-driven screen use, including gaming, significantly raised the likelihood of suicidal behaviours, compared with peers showing low or controlled use patterns. These findings indicate that intensity and emotional drivers of gaming behaviour, rather than simple hours logged, are key risk factors for adverse mental health outcomes.[6]
HOW DO ONLINE GAMES AFFECT THE BRAIN?
‘Any online game that involves a task to be completed uses the brain reward system that taps into the dopamine motivational circuits. So, whenever you win a task or reach a higher level, it stimulates the production and release of dopamine, which creates a cycle of wanting to play more to trigger dopamine release. Although it’s not harmful for most players, in a small minority of cases, the brain’s reward system becomes dysregulated. It lowers impulse control and increases the priority of game goals over real life. However, just gaming alone cannot cause suicide; there can be underlying factors like health issues and family stressors.
THE GHAZIABAD CASE AND BROADER CONTEXT
In the Ghaziabad case, police have suggested that the girls developed a task-based Korean mobile gaming obsession and were reportedly neglecting school and routine life before the tragedy. Investigators are analysing digital evidence to determine the role gaming may have played and whether other stressors were involved. While definitive causation between gaming and suicide is complex, this incident underscores how problematic gaming can coincide with emotional distress, isolation, and family conflict. Experts caution that while extreme cases attract media attention, most online gaming does not inherently cause suicide. However, compulsive use and loss of control can be markers of an underlying problem that merits attention.
WHY TEENS ARE VULNERABLE TO GAMING ADDICTION
Several factors may make adolescents particularly susceptible to problematic gaming and its psychological impacts:
Brain development: The adolescent brain is still maturing, particularly in areas regulating impulse control and decision-making.
Reward pathways: Gaming triggers dopamine release, reinforcing behaviour, and potentially creating dependency-like cycles.
Social connectedness: Virtual communities and in-game relationships can feel meaningful, but may replace real-life support networks.
Stress and coping: Teens facing academic pressures, social difficulties, or emotional challenges may use gaming as an escape.
Expert bodies like the WHO describe gaming disorder as a behavioural condition warranting clinical attention in some cases, especially when daily functioning is impaired.
WHAT LEADS TO EXTREME ADDICTION?
‘Addiction, particularly in young people, involves a lot of factors, psychological, social, and environmental factors. The games are designed so that the more tasks you complete, the more dopamine is released, triggering a feel-good emotion and encouraging repetitive play. Since COVID-19, our interactions have shifted from offline to online. Hence, children use online games and social media to escape from their problems. They also use it as an online community to make social connections. In the world of games, it becomes more compelling as you see other peers getting more goals and reaching higher levels. Furthermore, there is a lack of recreational activities these days. In young children, the brain is still developing, especially the prefrontal cortex, which plays a major role in emotional regulation and impulse control.
WHAT ARE THE RED FLAGS THAT PARENTS SHOULDN’T IGNORE?
Any behavioural changes.
Decline in academic activity or school performance.
Constant irritability and hesitation, even when they are not playing.
Lack of interest in the activities that they used to enjoy earlier, like outdoor activities and games.
Any changes in sleep patterns.
Withdrawal from family and friends.
Neglecting hygiene, meals, and homework.
Despite knowing the consequences of gaming, priority tasks like homework are not done.
Difficulty in resisting playing the game.
Remaining preoccupied with the thoughts of gaming, levels, and achievements.
PREVENTION AND SUPPORT: WHAT CAN HELP PARENTS AND COMMUNITIES
Addressing problematic gaming and its mental health impacts requires balanced, informed strategies, not panic or simple bans:
Parental awareness and boundaries
Encourage open dialogue about online activities without judgment.
Set healthy screen time limits and model balanced digital habits.
Monitor changes in mood, sleep, academic performance, or social withdrawal.
Educators and mental health experts’ role
Schools can integrate digital literacy and mental health education.
Health professionals can screen for compulsive gaming during routine visits and refer affected teens to appropriate support.
Although the most recent guidelines call for a nuanced understanding of how technology is used, paediatricians should still discourage the placement of media in children’s bedrooms and encourage parents to limit the total amount of entertainment screen time in general to <1–2 h/day, given that access and amount of time gaming tend to be risk factors for IGD. Paediatricians and other clinicians can help parents feel empowered to make household rules around media and gaming, including setting the limits for young children. Adult supervision of children’s media use is highly recommended. As the child matures, media use should be regulated in a way that teaches the child when and how to stop, such as agreeing on a set duration before starting play and providing a visible timer for both the parent and the child to monitor use. At all ages, it is recommended that media not be used in the bedroom and that video game play not begin within 30 minutes of sleep time. More generally, parents should model appropriate media use and ensure regular media-free family time. Recent longitudinal research has revealed that limiting the amount and content of media is a powerful protective factor for children.
The recent triple suicide in Ghaziabad and past tragedies like the Pune teen’s death are stark reminders that online gaming addiction can intersect with adolescent vulnerability, sometimes with devastating consequences.[1,2] While gaming itself is not inherently harmful, compulsive, distress-driven patterns can signal deeper struggles requiring attention, empathy, and support from families, schools, and health professionals. Understanding these risks and promoting healthy digital engagement is critical to safeguarding teen mental health in the digital era.
In conclusion, paediatricians play a vital role in guiding families through the complexities of online gaming by providing anticipatory guidance, screening for risks, promoting digital literacy, supporting mental health, and collaborating with families.
Dr. Bhaskar Shenoy,
Editor in Chief,
Karnataka Paediatric Journal.
References
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