ISSN:- 3048-8214 (online)
Last Date for Paper Submission: 30th September, 2025

The Double-Edged Sword of Gaming: Social and Behavioral Impacts of Video Game Use

Author Name:- Sara Naseem and Tanush Chugh Date:- 27,April,2026

Abstract

Background:

Video Games have raised concerns about addiction and psychological harm.

Organisations such as the American Psychiatric Association and the World Health Organisation have created a diagnostic criteria for Internet Gaming Disorder  sparking debate about gaming and whether it should be classified as a mental health disorder.

Objectives:

Our research aims to explore whether video games are inherently harmful. Our research question is: Do video games always have a harmful effect on an individual and their community?

Method:

A survey was conducted among gamers and non-gamers aged 11 to 40 within our community. Closed ended questions detected weekly playtime, genre, age and the perceived benefits of gaming by gamers answering the questionnaire. Open-ended questions were included so participants could explain their experiences.

Results:

Respondents who gamed moderately (under 10 hours per week) associated gaming with positive results such as improved problem-solving, reflexes, teamwork, and a recreational activity for stress relief.  Excessive gaming (20 or more hours per week) brought problems such as disruption in sleep, strained relationships and constant irritability.

Conclusions:

The impact of gaming is mostly due to content, self regulation and the time spent gaming. These factors play a huge role in determining whether gaming is a powerful recreational activity or a psychological harm.

Keywords: video games, moderation, cognition.

 

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