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:
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:
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.