Why So Much Time For Online Gaming???

Mobile gaming is much evolved now than ever before and with eSports having a lot of money involved, the COVID-19 outbreak did certainly put some holes there. These days, everyone from a kid to the kid’s old grandparents is used to playing smartphone games. Well, since you are now locked in at home, you must be probably wandering on and off your phone for playing some games that you usually do.

The initiative like “play apart together”  has recently taken by the WHO to encourage people to stay socially connected from home. Gaming for socializing and stress reduction may achieve positive outcomes. Games like Ludo, Carrom, Pubg, etc. Connected too many people for gaming. It helps people to stay home safely and helps governments for mitigating pandemic in the world. It also promotes the economy from internet and gaming apps. It promotes not only gaming industries for new game innovations but also the internet providing companies to boost the economy of the countries. Online gaming increases competition in the game industry. According to CTIA-The Wireless Association’s wireless industry survey results, there are an estimated 207.9 million Wireless phone subscribers alone, which is doubly impressive when you consider that the current population of the US is hovering at right around 298.9 million at the moment. Online gaming helps to maintain social distancing to avoid the spread of the pandemic. Due to the connection of people through games and the internet increasing good relations of people from different countries and it reducing a threat feeling for a particular county.

But there are so many drawbacks of the internet and online gaming. It affects physical health as well as the mental health of people. Although it helps to increase good social relations it affects personal life. Too much gaming and screening time vulnerable affect eyes by reducing the ability of vision. Internet gaming shows the consequence of the mental health of human beings. The number of people devoured by physiological disorders. According to the American Academy of Pediatrics (AAP) Research, 36 percent of American children under age one has interacted with a mobile device, 95 percent of teens have access to a smartphone, 45 percent of teens say they are online almost all the time. As per research, the screening time limits for different age groups are not imitating. Excessive screen time contributes to obesity, attention problem, sleep disorders.

To curtail these all physical and mental issues people have to reduce excess use of mobile phones, the internet. Everyone should play online games by keeping their health in mind and not forgetting that health is wealth.

 

 

You may be interested

Can India’s Digital Infrastructure Handle the Next Wave of AI Applications
Artificial Intelligence
0 shares37 views
Artificial Intelligence
0 shares37 views

Can India’s Digital Infrastructure Handle the Next Wave of AI Applications

Anshika Jain - Nov 06, 2026

Artificial intelligence is entering a new phase. The first wave of adoption was largely driven by recommendation engines, automated customer support, predictive analytics and basic chatbots. The…

Who Owns AI-Generated Content? The Copyright Debate Facing Indian Creators
Artificial Intelligence
0 shares58 views
Artificial Intelligence
0 shares58 views

Who Owns AI-Generated Content? The Copyright Debate Facing Indian Creators

Anshika Jain - Nov 06, 2026

Artificial intelligence has transformed the way creative content is produced. Writers use generative AI to develop articles and marketing copy, designers create illustrations from text prompts, musicians…

AI in Indian Schools: Can Automated Assessment Replace Traditional Evaluation
Artificial Intelligence
0 shares31 views
Artificial Intelligence
0 shares31 views

AI in Indian Schools: Can Automated Assessment Replace Traditional Evaluation

Anshika Jain - Nov 06, 2026

Artificial intelligence is beginning to change how students learn, how teachers plan lessons and how schools evaluate academic progress. In India, where classrooms often have large student…

Most from this category