Impact of Role Playing Games on Child and Adolescents: A Brief Overview
Downloads
Published
DOI:
https://doi.org/10.55229/ijbs.v26i2.02Keywords:
Internet game, Massively multiplayer online role-playing games, internet gaming disorder, Role play games.Dimensions Badge
Issue
Section
License
Copyright (c) 2023 Ajay Kumar, Anirban Saha, Sucharita Mishra

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
You are free to:
- Share — copy and redistribute the material in any medium or format
- The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
-
Attribution — You must give appropriate credit, provide a link to the license, andindicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
-
NonCommercial — You may not use the material for commercial purposes.
-
NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material.
- No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
Internet gaming is recognized as a psychiatric disorder in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) and International Classification of Disease, version 11 (ICD-11) ‘Internet Gaming Disorder (IGD) and gaming disorder (GD), respectively. A strong association was seen between internet gaming behaviour and psychiatric disorders such as anxiety disorders, depression, suicidal ideation, behavioural disorders, social phobia, autism spectrum disorder, attention-deficit hyperactivity disorder, obsessive-compulsive disorder, and personality disorders. But the more profound nexus and causative relationship between internet games and psychiatric disorders are yet to unfold. Gross observations indicate a bidirectional relationship between internet gaming behaviours and psychiatric morbidities. With the advent of advanced gaming technology, such as Massively Multiplayer Online Role-Playing Games (MMORPGs) and Role-playing Games (RPGs) and their increasing use by children and adolescents again revamp the quest for some fundamental questions like how internet games affect our brains. Do video games predispose individuals to psychiatric disorders? If at all internet gaming is predisposed to psychiatric disorders, then how? For all practical purposes, we restrict our discussion to Role-playing Games only.Abstract
How to Cite
Downloads
American Psychiatric Association. DSM-5 Diagnostic Classification. In: Diagnostic and Statistical Manual of Mental Disorders [Internet]. American Psychiatric Association; 2013. Available from: https://psychiatryonline.org/doi/10.1176/appi.books.9780890425596.x00DiagnosticClassification World Health Organization (WHO). Inclusion of “gaming disorder” in ICD-11 [Internet]. 2018. Available from: https://www.who.int/news/item/14-09-2018-inclusion-of-gaming-disorder-in-icd-11 Brunborg GS, Mentzoni RA, Frøyland LR. Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems? J Behav Addict [Internet]. 2014 Mar;3(1):27–32. Available from: http://www.ncbi.nlm.nih.gov/pubmed/25215212 Hellström C, Nilsson KW, Leppert J, Åslund C. Effects of adolescent online gaming time and motives on depressive, musculoskeletal, and psychosomatic symptoms. Ups J Med Sci [Internet]. 2015;120(4):263–75. Available from: http://www.ncbi.nlm.nih.gov/pubmed/26072677 Archana R, Sharma M, Kumar K, Marimuthu P. Internet gaming disorder and psychiatric symptoms in Bengaluru, India: Treatment implication for promotion of user mental health. Indian J Soc Psychiatry [Internet]. 2019;35(2):135. Available from: http://www.indjsp.org/text.asp?2019/35/2/135/261480 Dong G, Potenza MN. Risk-taking and risky decision-making in Internet gaming disorder: Implications regarding online gaming in the setting of negative consequences. J Psychiatr Res [Internet]. 2016 Feb;73:1–8. Available from: https://linkinghub.elsevier.com/retrieve/pii/S002239561530011X Wartberg L, Kriston L, Zieglmeier M, Lincoln T, Kammerl R. A longitudinal study on psychosocial causes and consequences of Internet gaming disorder in adolescence. Psychol Med [Internet]. 2019 Jan 6;49(2):287–94. Available from: https://www.cambridge.org/core/product/identifier/S003329171800082X/type/journal_article Clement J. Statista [Internet]. 2022. Available from: https://www.statista.com/topics/1551/online-gaming/#topicOverview Han T sun, Cho H, Sung D, Park M-H. A systematic review of the impact of COVID-19 on the game addiction of children and adolescents. Front Psychiatry [Internet]. 2022 Aug 18;13. Available from: https://www.frontiersin.org/articles/10.3389/fpsyt.2022.976601/full Balhara YS, Kattula D, Singh S, Chukkali S, Bhargava R. Impact of lockdown following COVID-19 on the gaming behavior of college students. Indian J Public Health [Internet]. 2020;64(6):172. Available from: http://www.ijph.in/text.asp?2020/64/6/172/285596 Latham AJ, Patston LLM, Tippett LJ. The virtual brain: 30 years of video-game play and cognitive abilities. Front Psychol [Internet]. 2013;4. Available from: http://journal.frontiersin.org/article/10.3389/fpsyg.2013.00629/abstract Apperley TH. Genre and game studies: Toward a critical approach to video game genres. Simul Gaming [Internet]. 2006 Mar 19;37(1):6–23. Available from: http://journals.sagepub.com/doi/10.1177/1046878105282278 Thorsten Quandt SK, editor. The Social Aspects of Digital Gaming [Internet]. 1st ed. London: Routledge; 2014. Available from: https://www.routledge.com/Multiplayer-The-Social-Aspects-of-Digital-Gaming/Quandt-Kroger/p/book/9780415828864 Lee D, Park J, Namkoong K, Kim IY, Jung Y-C. Gray matter differences in the anterior cingulate and orbitofrontal cortex of young adults with Internet gaming disorder: Surface-based morphometry. J Behav Addict [Internet]. 2018 Mar;7(1):21–30. Available from: https://akjournals.com/doi/10.1556/2006.7.2018.20 Chen A, Mari S, Grech S, Levitt J. What We Know About Massively Multiplayer Online Role-Playing Games. Harv Rev Psychiatry [Internet]. 2020 Mar;28(2):107–12. Available from: https://journals.lww.com/10.1097/HRP.0000000000000247 Thorens G, Billieux J, Megevand P, Zullino D, Rothen S, Achab S, et al. Capitalizing upon the Attractive and Addictive Properties of Massively Multiplayer Online Role-Playing Games to Promote Wellbeing. Front Psychiatry [Internet]. 2016 Oct 17;7. Available from: http://journal.frontiersin.org/article/10.3389/fpsyt.2016.00167/full Ohno S. The Link Between Battle Royale Games and Aggressive Feelings, Addiction, and Sense of Underachievement: Exploring eSports-Related Genres. Int J Ment Health Addict [Internet]. 2022 Jun 21;20(3):1873–81. Available from: https://link.springer.com/10.1007/s11469-021-00488-0 Hagström D, Kaldo V. Escapism Among Players of MMORPGs—Conceptual Clarification, Its Relation to Mental Health Factors, and Development of a New Measure. Cyberpsychology, Behav Soc Netw [Internet]. 2014 Jan;17(1):19–25. Available from: http://www.liebertpub.com/doi/10.1089/cyber.2012.0222 Kuss DJ, Louws J, Wiers RW. Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games. Cyberpsychology, Behav Soc Netw [Internet]. 2012 Sep;15(9):480–5. Available from: http://www.liebertpub.com/doi/10.1089/cyber.2012.0034 Zanetta Dauriat F, Zermatten A, Billieux J, Thorens G, Bondolfi G, Zullino D, et al. Motivations to Play Specifically Predict Excessive Involvement in Massively Multiplayer Online Role-Playing Games: Evidence from an Online Survey. Eur Addict Res. 2011;17(4):185–9. Wang C-C, Chu Y-S. Harmonious passion and obsession in online gamnes. Soc Behav Personal an Int J. 2007 Jan 1;35(7):997–1006. Vallerand RJ. On the psychology of passion: In search of what makes people’s lives most worth living. Can Psychol / Psychol Can [Internet]. 2008 Feb;49(1):1–13. Available from: http://doi.apa.org/getdoi.cfm?doi=10.1037/0708-5591.49.1.1 Hagström D, Kaldo V. Escapism Among Players of MMORPGs—Conceptual Clarification, Its Relation to Mental Health Factors, and Development of a New Measure. Cyberpsychology, Behav Soc Netw. 2014 Jan;17(1):19–25. Fuster H, Carbonell X, Chamarro A, Oberst U. Interaction with the Game and Motivation among Players of Massively Multiplayer Online Role-Playing Games. Span J Psychol [Internet]. 2013 Jul 1;16:E43. Available from: https://www.cambridge.org/core/product/identifier/S1138741613000541/type/journal_article Baker IS, Turner IJ, Kotera Y. Role-play Games (RPGs) for Mental Health (Why Not?): Roll for Initiative. Int J Ment Health Addict [Internet]. 2022 May 11;1–9. Available from: http://www.ncbi.nlm.nih.gov/pubmed/35578675 Granic I, Lobel A, Engels RCME. The benefits of playing video games. Am Psychol [Internet]. 2014 Jan;69(1):66–78. Available from: http://doi.apa.org/getdoi.cfm?doi=10.1037/a0034857 Prensky M. From Digital Natives to Digital Wisdom: Hopeful Essays for 21st Century Learning [Internet]. 2590 Conejo Spectrum, Thousand Oaks California 91320 United States: Corwin Press; 2012. Available from: https://sk.sagepub.com/books/from-digital-natives-to-digital-wisdom Jackson LA, Witt EA, Games AI, Fitzgerald HE, von Eye A, Zhao Y. Information technology use and creativity: Findings from the Children and Technology Project. Comput Human Behav [Internet]. 2012 Mar;28(2):370–6. Available from: https://linkinghub.elsevier.com/retrieve/pii/S0747563211002147 Ryan RM, Rigby CS, Przybylski A. The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motiv Emot [Internet]. 2006 Dec 12;30(4):344–60. Available from: http://link.springer.com/10.1007/s11031-006-9051-8 Aldao A, Nolen-Hoeksema S, Schweizer S. Emotion-regulation strategies across psychopathology: A meta-analytic review. Clin Psychol Rev [Internet]. 2010 Mar;30(2):217–37. Available from: https://linkinghub.elsevier.com/retrieve/pii/S0272735809001597 Gentile DA, Anderson CA, Yukawa S, Ihori N, Saleem M, Lim Kam Ming, et al. The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies. Personal Soc Psychol Bull [Internet]. 2009 Jun 25;35(6):752–63. Available from: http://journals.sagepub.com/doi/10.1177/0146167209333045 Kedem-Tahar E, Felix-Kellermann P. Psychodrama and drama therapy: A comparison. Arts Psychother [Internet]. 1996 Jan;23(1):27–36. Available from: https://linkinghub.elsevier.com/retrieve/pii/0197455695000593 Dieter J, Hill H, Sell M, Reinhard I, Vollstädt-Klein S, Kiefer F, et al. Avatar’s neurobiological traces in the self-concept of massively multiplayer online role-playing game (MMORPG) addicts. Behav Neurosci [Internet]. 2015 Feb;129(1):8–17. Available from: http://doi.apa.org/getdoi.cfm?doi=10.1037/bne0000025 Leménager T, Dieter J, Hill H, Koopmann A, Reinhard I, Sell M, et al. Neurobiological correlates of physical self-concept and self-identification with avatars in addicted players of Massively Multiplayer Online Role-Playing Games (MMORPGs). Addict Behav [Internet]. 2014 Dec;39(12):1789–97. Available from: https://linkinghub.elsevier.com/retrieve/pii/S0306460314002287 Leménager T, Dieter J, Hill H, Hoffmann S, Reinhard I, Beutel M, et al. Exploring the Neural Basis of Avatar Identification in Pathological Internet Gamers and of Self-Reflection in Pathological Social Network Users. J Behav Addict [Internet]. 2016 Sep;5(3):485–99. Available from: https://akjournals.com/doi/10.1556/2006.5.2016.048 Stromberg PG. Are Role-Playing Gamers Insane? Psychology Today. 2010; Ropovik I, Martončik M, Babinčák P, Baník G, Vargová L, Adamkovič M. Risk and protective factors for (internet) gaming disorder: A meta-analysis of pre-COVID studies. Addict Behav [Internet]. 2023 Apr;139:107590. Available from: https://linkinghub.elsevier.com/retrieve/pii/S0306460322003562 Bhushan K. PUBG Mobile ban: Here’s why the Indian Government blocked the game. Hindustan Times [Internet]. 2022 Aug 20; Available from: https://tech.hindustantimes.com/gaming/news/pubg-mobile-ban-here-s-why-the-indian-government-blocked-the-game-71599133987192.html Scott J, Porter-Armstrong AP. Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence. Psychiatry J [Internet]. 2013;2013:1–8. Available from: http://www.hindawi.com/journals/psychiatry/2013/464685/
References