Evidence map›Paper›PMID 42401985›Full record

ArticleBMC psychology2026

Reconceptualizing online gaming in emerging adulthood: a phenomenological study.

Anuradha Sathiyaseelan, Sathiyaseelan Balasundaram, Bishal Patangia

Abstract read
In one paragraph

Article in BMC psychology, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Anuradha SathiyaseelanSchool of Psychological Sciences, Christ University, Bangalore, India. anuradha.sathiyaseelan@christuniversity.in.
Sathiyaseelan BalasundaramSchool of Business and Management, Christ University, Bangalore, India.
Bishal PatangiaSchool of Psychological Sciences, Christ University, Bangalore, India.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundGaming is increasingly embedded in the everyday lives of emerging adults, yet research has predominantly emphasized pathological or risk-oriented perspectives. Limited attention has been given to how young adults experience gaming as an emotional, cognitive, embodied, and meaningful practice integrated into daily life. This study explored the lived experiences of gaming among emerging adults in India using a phenomenological approach.

methodsA qualitative phenomenological study was conducted among 12 emerging adult gamers aged 18-25 years in India. Participants were recruited using purposive sampling to ensure active gaming engagement and diversity in gender representation. Data were collected through semi-structured in-depth interviews conducted between December 2023 and June 2024 using secure video conferencing platforms. Interviews were transcribed verbatim and analysed using Braun and Clarke's thematic analysis framework. Trustworthiness was established through independent coding, reflexive practices, member checking, and audit trails.

resultsThree themes were identified: (1) "What Gaming Feels Like," describes emotional intensity, coping, motivation, and self-reflection; (2) "How Gaming Shows Up in the Body," highlights immersion, bodily awareness, fatigue, and physical self-regulation; and (3) "How Gaming Fits into Life," describing the integration of gaming within routines, relationships, identity, and social interaction. Participants described gaming as a meaningful developmental activity that supported emotional regulation, cognitive engagement, personal growth, and social connection while also requiring balance and self-monitoring.

conclusionsFindings challenge reductive risk-benefit conceptualizations of gaming by demonstrating that gaming can function as a multidimensional and embodied psychosocial practice in emerging adulthood. The study highlights the importance of understanding gaming within the broader contexts of identity development, emotional regulation, and everyday life. These findings have implications for psychological research, clinical assessment, and youth-focused digital well-being interventions.

Indexed as

Video GamesAdaptation, PsychologicalAdolescentAdultDigital MediaEmotionsFemaleHumansIndiaMaleMotivationQualitative ResearchYoung AdultEmerging adulthoodGamingIdentity developmentYoung adults

Identifiers

PMID42401985
PMCPMC13613703

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.