Virtual Gaming as A Contemporary Research Trend for Mental Health Professionals


  • Anganabha Baruah Amity University, Noida, India



Online Gaming, Technology, Role Playing, digital


As technology continues to be a part of our life, online gaming has claimed the hearts of millions of people as a favourite leisure activity. Among them online role-playing game provides people the opportunity to play a desired role, be it a king, princess or warrior. This article aimed to provide an insight into what role-playing game is, and why it has become so popular in recent years, with the help of existing literature. This article also attempted to point out the need to research more in the field of gaming as the existing literature is not sufficient to cover the vastness of the topic. The digitalization of games from physical form to online form has changed the way games has been viewed, played, and understood. Due to the popularity of online games, there is a significant change in the research around online games, especially role-playing games. There is still more research needed in Indian context about online games as it has become a popular source of entertainment throughout all the ages and also become a huge source of economy.


Mcgrath S 2012. The impact of new media technologies on social interaction in the household. Retrieved from National University of Ireland Maynooth, Program on Electronic Culture and Social Change. Available at:

Plowman L & Stephen C 2008. The big picture? Video and the representation of interaction. British Educational Research Journal, 34 (40), 541-565. Doi:

Prensky M 2001. Digital Natives, Digital Immigrants, Part 1. On The Horizon, 9, 3-6. Doi:

Deleuze G 1990. Bergonism. (H. Tomlinson & B. Habberjam, Trans). New York: Zone Books.

Bell MW 2008. Towards a definition of ''virtual worlds''. Journal of Virtual Worlds Research, 1(1), 2-5. Doi:

Tatli Z 2018. Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students. Contemporary Educational Technology, 9(1), 90-110. Doi:

McInnes K & Birdsey N 2013. Understanding play: The perceptions of children, adolescents, parents and teachers. In 2nd Global Conference: Making Sense of Play. Oxford, UK.

Manninen, T., 2001. Virtual team interactions in networked multi-media games-case: counter strike multi-player 3D action game.In: Proceedings of PRESENCE 2001 Conference, Philadelphia,USA

Yee N, Bailenson JN, Urbanek M, Chang F & Merget D 2007. The unbearable likeness of being digital: The persistence of nonverbal social norms in online virtual environments. CyberPsychology & Behavior, 10(1), 115-121. Doi: PMid:17305457

Shen C 2014. Network patterns and social architecture in Massively Multiplayer Online Games: Mapping the social world of EverQuest II. New Media & Society, 16 (4), 672-691. Doi:

Brox RM 2011. The influence of social factors on gaming behaviour. (Unpublished thesis), Department of Mental Health Promotion, University of Twente.

Zhan M, Cai Y Guo D 2015. Discovering the Influence of Socioeconomic Factors On Online Game Behaviors. ACM International Con-ference Proceeding Series. Doi:

Bartle RA 2016. MMOs from the Outside In: The Massively-Multiplayer Online Ro le-Playing Games of Psychology, Law, Govern-ment, and Real Life. New York: apress. Doi:

Blinka L & Smahel D 2011. Addiction to online role-playing games. In K. S. Young, & C. N. de Abreu (Eds.). Internet addiction: A hand-book and guide to evaluation and treatment (pp. 73-90). Hoboken: Blackwell-Wiley. Doi:

Kuss DJ & Griffiths MD 2012. Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10, 278-296. Doi:

American Psychiatric Association 2013. DSM-V Diagnostic and Statistical Manual of Mental Disorder (6th Ed.). Washington D.C.: American Psychiatric Association. Doi:

Markey P, Markey C & French J 2015. Violent Video Games and Real-World Violence: Rhetoric versus Data. Psychology of Popular Media Culture, 4 (4), 277-295. Doi:




How to Cite

Baruah A. Virtual Gaming as A Contemporary Research Trend for Mental Health Professionals. Natl J Community Med [Internet]. 2023 Feb. 28 [cited 2024 May 29];14(02):134-8. Available from: