A DESCRIPTIVE SURVEY TO ASSESS THE KNOWLEDGE REGARDING THE PHYSICAL AND MENTAL HEALTH IMPACTS OF VIDEO GAMING AMONG ADOLESCENTS IN AHMEDABAD'S SLUM AREAS, AS A BASIS FOR PROVIDING A COMPREHENSIVE INFORMATION BOOKLET
Author Name: 1. Soniya Linet Fernandes, 2. Dr. Vijay Singh Rawat
Volume/Issue: 06/05
Country: India
DOI NO.: 08.2020-25662434 DOI Link: https://doi-ds.org/doilink/02.2026-94826749/UIJIR
Affiliation:
- Ph.D Scholar, Faculty of Nursing, Venkteshwar College of Nursing, Sai Tirupati University, Udaipur, Rajasthan, India
- Principal Cum Professor, Faculty of Nursing, Venkteshwar College of Nursing, Sai Tirupati University, Udaipur, Rajasthan, India
ABSTRACT
Background: Video gaming has become a widely prevalent recreational activity among adolescents, particularly with the increased availability of smartphones and affordable internet services. While moderate gaming may offer entertainment and cognitive stimulation, excessive video gaming has been associated with adverse physical and mental health outcomes. Adolescents residing in slum areas are especially vulnerable due to limited parental supervision, lack of recreational facilities, and inadequate access to health education. Assessing their knowledge regarding the health impacts of video gaming is essential to plan effective educational interventions. Objectives: The objectives of the study were to assess the knowledge regarding the physical and mental health impacts of video gaming among adolescents residing in selected slum areas of Ahmedabad City, to determine the association between knowledge level and selected demographic variables, and to develop a comprehensive information booklet based on identified knowledge gaps. Methods: A quantitative research approach with a descriptive survey design was adopted for the study. The study was conducted among 100 adolescents aged 13–18 years residing in selected slum areas of Ahmedabad City. Non-probability convenience sampling technique was used to select the samples. Data were collected using a structured questionnaire consisting of demographic variables and a knowledge assessment tool related to physical and mental health impacts of video gaming. Descriptive and inferential statistics were used for data analysis. Results: The findings revealed that 46% of adolescents had moderate knowledge, 32% had inadequate knowledge, and only 22% had adequate knowledge regarding the physical and mental health impacts of video gaming. The mean knowledge score was low, with comparatively poorer knowledge related to mental health impacts. A statistically significant association was found between knowledge level and selected demographic variables such as gender and duration of video gaming (p < 0.05). Conclusion: The study highlights inadequate awareness among adolescents regarding the health impacts of video gaming, indicating the need for an information booklet to promote healthy gaming practices.
Key words: Adolescents, Video gaming, Physical health, Mental health, Knowledge, Slum areas, Information booklet.

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