Impact of Violent Virtual Gaming on the Mental Standing of Youth
Bharath Yuvaraj R1, Jayaprakash D2
1Bharath Yuvaraj Ph.D. Research Scholar Department of Visual Communication, School of Mass Communication, Vels Institute of Science Technology and Advanced Studies (Deemed to be University), Chennai, Tamil Nadu, India.
2Dr. Jayaprakash D Associate Professor & Head at Department of Visual Communication, Meenakshi Academy of Higher Education and Research (Deemed to be University), Chennai, Tamil Nadu, India
Manuscript received on 13 September 2019 | Revised Manuscript received on 22 September 2019 | Manuscript Published on 11 October 2019 | PP: 831-834 | Volume-8 Issue-11S September 2019 | Retrieval Number: K114809811S19/2019©BEIESP | DOI: 10.35940/ijitee.K1148.09811S19
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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open-access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)
Abstract: Virtual Games, owing to their graphics, user interface, and addiction amongst youth has become a topic of discussion across the world. widely across. It is believed that only the analytical and intellectual ability of youth gets deteriorated because of virtual gaming. However, the scenario is much broader than one could believe. It traps major stages of youth ability in different aspects. Approx. four per cent of people who play games are addicted to gaming but in the case of youth, it is much severe. Mobile Gaming, Online Gaming and Virtual Dangerous Games were taken up for research on youth from different families and different age groups. The cases of leisure, parental negligence, easy access of smartphones and laptops, introvert nature of youth and its effect on youth’s academic, mental and social imbalance were also considered The recent Blue whale Challenge was identified as one of all-time sinister game. It had 50 tasks to complete in which the players had to do strange tasks and ultimately kill themselves. Hundreds of players got killed but the major victim was the youth of 12-18 years age group. Owing to this youth from the same age group were considered for this research. The research also deals with a live survey on families to acquire the reason of interest in games, the chance of mental degradation, downgrading scores, crime by youth due to game influence. The research also delves into the recently popular game “Player Unknown’s BattleGrounds (PUBG)” and its effect on youth. several graphical representation and logs were used to support the survey.
Keywords: Blue Whale Challenge, PUBG, Virtual Gaming, and Violent & Non-Violent Games.
Scope of the Article: Virtual Reality