A STUDY ON VIDEO GAME PLAYING AMONG CHILDREN AND ADOLESCENT IN TAMILNADU WITH REFERENCE TO CHENNAI.

This study aims to examine video game playing with children and adolescent on video games usage, socioeconomic strata, gaming habits and preferences. Four hundred and six respondents from various socioeconomic backgrounds participated in the study. The purposive sampling technique was used to obtain data from respondents. This study result reveals that the majority of the participants played video games once in a week and preferred to play evening. besides, video games had played weekends high than weekdays

This study aims to examine video game playing with children and adolescent on video games usage, socioeconomic strata, gaming habits and preferences. Four hundred and six respondents from various socioeconomic backgrounds participated in the study. The purposive sampling technique was used to obtain data from respondents. This study result reveals that the majority of the participants played video games once in a week and preferred to play evening. besides, video games had played weekends high than weekdays.

…………………………………………………………………………………………………….... Introduction:-
In the 21 st century video game playing increased among children and adolescent in Indian context, because of the ubiquity of video game has emerged social spaces on various platforms such as computers, mobile phones, gaming consoles, websites, etc., particularly, smart phones will lead to increase the video games usage people of all ages. The increases of video game usage decrease their other activities like playing physical games, watching movie and television. The amount of time that children and adolescents are playing videogames has been steadily increasing over the years (Colwell & Payne, 1997

Review of the literature:-
Sudha, R. (2012) did a study on psycho physiological of playing violent video games among children in southern Chennai city. This study examined both boys and girls in the age group of 13-18 years who had played violent video games. The purposive sampling technique used to collect the data from the children, who were playing video games at video game parlours/ play stations. The result reveals that children were playing video games at video games center than other places like home, school, etc., and the majority of the children states that they played video games in the evening times and they played shooting game, fighting games and fun games. In addition, playing video Participants:-Survey data were collected from four hundred and six (M = 13.68, SD = 2.39) respondents from various socioeconomic backgrounds from Chennai metropolitan cities and its suburban areas. This survey was conducted video game playing arcade, gaming lounge, internet cafeteria and video game play station.

Instruments:-
The questionnaire was aimed at collecting data regarding demographic characteristics of the participants and academic level, and their socioeconomic status (SES) that include family monthly income, parents' occupation, owning a computer and video game consoles, video game playing habits such as amount of time, place of access, time of playing, frequency of play and whom do tend to play.
Sampling Method:-This study used a 'purposive sampling' in the non-probability category. The sample consist of the whole population of school goers, diploma students, school discontinued and illiterates who had played video games children and adolescent both male and female in the age group of 9 to 17 years.

Procedure:-
The purpose of the study was clarified to the respondents and made clear that participation was voluntary; the data were collected from March to June 2013. Individuals were informed that all information was anonymous and confidential.

Results and Discussions:-Demographic:-
The gender distribution of the respondents was 88.2% male (n= 358) and 11.8% (n=58) female. Since the samples were taken in the video game playing places, girls coming to play these places were comparatively lesser. Because of India is a patriarchal society, parents may not permit girls to play video games in gaming arcade, internet cafeteria and play centre. In addition, a total of the respondents, 61.6% city (n=250) and 38.4% (n=156) suburban areas. Particularly, the lack of video games parlour in suburban areas, for the reason that suburban was comparatively lesser. A total of the participants nearly (92.1%) were school students compared to other educational divisions.

Video game playing:-
The majority of the participants (94.3%) reported playing video games at least once a week with 41.1% of the respondents reported owning computer / laptop and 25.1% of respondents stated owning gaming consoles like PS 2, PS 3, PSP, X BOX, X BOX 360 and WII. Also the significant percentage 58.4% of the participants reported video game playing started at the age range from 7-10 years. In this study, a major percentage of the children and adolescent 60.8 % had played video games in the evening. Nearly 87.4% of the respondents reported they had played video games in weekdays and all of the respondents reported that they had played on weekends. Playing video games on the weekends might be one of the reasons that they could break away from academics and escape from their parent's supervision. Video game preferences:-In this study, a major percentage of respondents were 49.8% (n=202) and 45.1% (183) preferably played in the video games at home and video game centre like play zone, parlor, gaming lounge. Playing video games with friends in the video game centre was entertaining and socialization. Also video games playing fostered team building and group competitively. A substantial percentage (58.6%) of the children and adolescent reported that they had played video games with their friends than parents and siblings. In addition, computer, mobile phones and gaming consoles they had preferred to play video games more compared to other gaming devices like arcade and handheld. The major samples reported that the most favorite video games are Grand Theft Auto, WWE-F/Smack Down, Call of Duty and Need for Speed.