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11 Jun 2020

Mixed Messages from NortonLifeLock Online Gaming Survey about Well-Being

NortonLifeLock gaming survey leaves a lot of questions

Findings from NortonLifeLock's third edition of its India digital wellness report have beཧen widely reported in the Indian press over the last ᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚ24 hours.

In particular, the figure that 87% o🐠f res✨pondents surveyed believe that online gaming takes a toll on their physical and mental well-being has led headlines across the media.

Other data from the report states that:

  • 76% of respondents feel that addiction to action games lead to changed behaviour and can increase depression and anxiety levels
  • 70% of respondents feel that children connecting with strangers while playing games online can lead to cyberbullying, harassment, and violence
  • 73% of the parents in the survey say that their children prefer shooting and adventure games
  • 21% say that their children show a preference for casino and card games
  • 45% of respondents say they find it difficult to control their children's smartphone usage
  • 81% of the respondents who put a check mechanism on children's usage of smartphones feel they have not been effective in controlling the gaming time, as the children of 42% of these respondents play games online for more than two hours every day

Glaws has tried to in vain to find the ori⭕ginal report in full, but𒀰 only has access to the press release issued by NortonLifeLock.

As a result, it's hard to know how the survey was presented to respondents.𒐪 Did they simple reply whether they 'agr🧸ee' or 'disagree' to a series of pre-written statements, as appears the case?

Much of the coverage on this report has portrayed online gaming negatively but, taken objectively, many statements have an inꦿ-built bias.

As an example, children in contact with strangers in any situation puts them at a higher risk of bullying, harassment and violence - this is 🦄certainly not unique to online gaming and is 🔯sadly common elsewhere online.

That 76% of people believe addiction to games can lead to behavioural changes and personal issues alܫso seems obvious - an addiction to almost anything is negative.

And with a sample size of just 1,500 - about 0.0001% of the Indian population - it would be unwise to draw broad conclusions from this study. The breakdown of the 1,500 people - for example, their age, sex, education, and experience and access to online gaming - was not publish꧟ed.

But there were also some additional interesting discoveries fro൲m NortonLifeLock:

  • Online gaming is often presented as a male-dominated industry, but 88% of female respondants found online games to be the best pastime, compared to 86% of males
  • 61% of females were willing to skip meals, sleep, or other activities to play online - far higher than the 45% of males who said the same
  • 81% of respondents felt multiplayer games improved teamwork skills
  • 70% said gaming could help people become smarter by improving brain coordination and reactions.

With the coronavirus lockdown leading to a surge in onlin💟e gaming and new users, a wider survey with more transparent analysis would be welcome at a time when over 500 million Indians have smartphones, and the online gaming industry in India is expecജted to be worth US$3.75 billion by 2024.

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