Tuesday, 9 June 2020

NortonLifeLock India Digital Wellness Report reveals that 87% of respondents believe that gaming takes a toll on their physical and mental well-being



·         76% of respondents said action and adventure games oftenlead to changed behaviour; and addiction to such games can increase depression and anxiety
·         Two of every three respondents said they prefer playing online games to going outdoors or having social interactions
·         Children and parents tend to have a shared behaviour when it comes to mobile gaming; six in every tenrespondents saidthat they and their children spend roughly the same amount of time playing games online
June09th, 2020, India: NortonLifeLock Inc. (NASDAQ: NLOK), a global leader in consumer Cyber Safety, today unveiled the results of the third edition of its India Digital Wellness Report – anonline survey of over 1,500 city-based Indian adults,which explores the growing popularity of online gaming among smartphone users in the country. The report reveals that 87% of respondents believe that online gaming takes a toll on their physical and mental well-being. About 76% of respondents feelthat addiction to action games lead to changed behaviour and can increase depression and anxiety levels, whereas 70% of respondents feel that children connecting with strangers while playing games online can lead to cyber bullying, harassment, and violence.
Almost 73% of the parents in the survey say that their children prefer shooting and adventure games, while 21% say that their children show a preference for casino and card games. There is a sense ofgrowing concern among parents as 45% of respondents say they find it difficult to control their children’s smartphone usage.Interestingly, 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.
However, online gaming seems to have some positive impact,too,on users. About 81% of respondents feel that multiplayer online games enhance teamwork skills, while 70% of respondents feel that playing online games can make people smarter, as they improve brain coordination and reaction.
“People could be drawn to online gaming for entertainment, but data showsthat it is not all about fun and games. The virtual playing field comes with risks such as identity theft, cyber bullying, phishing,and credit card theft, to name a few,” said Ritesh Chopra, Director, NortonLifeLock, India. “It is interesting to note that children follow the same patterns as their parents when it comes to online gaming. Therefore, it becomes extremely important for parents as well as children to be educated about the threats that can compromise their safety and privacy in this complex digital world. ‘Play well and stay safe’ seem to be the new mantra in these challenging times.” 
Females and GenX dominate the online gaming space
The online gaming space, largely perceived to be male dominated, seems to be dominated by females instead. About 88% of female respondents find online games to be the best pastime as compared to 86% of their male counterparts. Interestingly, 61% of female respondents are willing to skip meals, sleep and other activities for online games, as opposed to 45% of male counterparts.
Meanwhile, about 92% of Gen X respondents consider online gaming to be the best pastime, as compared to 88% of millennials and 81% of Gen Z respondents. About 65% of GenX respondents are willing to skip their meals, sleep and other activities as opposed to 55% of millennials and 38% of Gen Z respondents. However, 68% of Gen Z respondents prefer online games to social interactions or going outdoors, as compared to 62% of Gen X respondents and 64% of millennials.
Tier 1 and Tier 2 cities tend to give more preference to online gaming to social engagement
About 93% of respondents in Lucknow and 90%of respondentsin Bhubaneswar provide their children with access to play online games as compared to 85% of respondents in Delhi/NCR, 78% respondents in Mumbai and 76% respondents in Bangalore. According to the findings of the report, 96% of respondents in Lucknow, 93% of respondents in Chandigarh, and 89% of respondents in Bhubaneswar consider online gaming to the best pastime as compared to 87% of respondents each in Delhi and Mumbai, and 91% of respondents in Bangalore. Furthermore, respondents in metros, Tier-1 and Tier-2 cities show a similar pattern,preferring online games to social gatherings or outings –Delhi(81%), Mumbai (70%),  Bangalore (66%), Lucknow (79%), Chandigarh (68%) and Bhubaneswar (70%).
Online gaming is fun, but there are risks. NortonLifeLock recommends the following best practices to help safeguard youronline identity and those of children:  
Avoid opening suspicious links:You might see a link that a player has provided in an in-game chat. It is strongly advised to not open it. Phishing and other link-based scams are very common, and one never knows who is sending a link, or where it points, until it is too late. If the link is sent to the child, advisethe childthe link is coming from a stranger and that opening it could compromise one’s account.
Never share account information: It is important to explain to children why they should never share account information. The child’s account might contain valuable personal information and digital data. Plus, it might be tied to a credit card account. They should also understand that there are certain types of information that game companies would never ask for —such as bank account numbers or Social Security numbers.
Be careful with microtransactions and community markets:To take advantage of the growing gaming market, developers often offer new in-game items, map packs, and updates for purchase in their store. The child might, or probably will, want to buy certain virtual goods. If the child is going to participate, then one must only use legitimate markets on the game brand’s platform.
Don’t use personally identifiable information (PII) in your user profiles:PersonallyIdentifiable Information, or PII, is data that could potentially be used to identify a particularindividual. It includes details such as full name, age, email address, credit card number, and more. Cybercriminals can sell PII on the dark web or use it to commit identity theft.Have the child use fictional information like that of a favorite comic book hero or movie character. Or simply have them skip the profile-building process completely. For most online games, such information isnot mandatory. Whatever you put in your profile might be publicly available; so, it is important to be careful, especially when it concerns children.
About the NortonLifeLock India Digital Wellness Report:
NortonLifeLock conducted an online quantitative survey in 2019, with 1,572 active Indian users of smartphones and the internet aged 18 and above. Data was collected during July 8- 16, 2019. An even spread of respondents across different demographics such as geography (North, South, East & West), gender and age was considered as a part of this survey. The respondents interviewed fall under the NCCS A (NCCS stands for New Consumer Classification System, which is used to classify households in India basis the education of chief wage earner and the number of consumer durables owned by the family). The survey aims to understand the current consumer behaviour, usage and awareness of the risks that come along with the usage of smartphone and mobile devices.
About NortonLifeLock Inc.
NortonLifeLock Inc. (NASDAQ: NLOK) is a global leader in consumer Cyber Safety. NortonLifeLock is dedicated to helping secure the devices, identities, online privacy, and home and family needs of nearly 50 million consumers, providing them with a trusted ally in a complex digital world. For more information, please visit www.NortonLifeLock.com.

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