International Journal of Advance Interdisciplinary Research

ISSN(Online):3107-913X

Digital Parenting and Adolescent Gaming: Navigating Risks and Responsibilities

Authors:1Pooja, 2 Prof. Shalini Agarwal 3Anshika Sharma, 4Anjali Singh

ABSTRACT

In today’s digital age, technology has become a crucial element of adolescents’ life. Digital gaming provides enjoyment, learning, and social connection. However, excessive gaming can harm teens’ mental health, academic performance, and social connections.

Addiction to digital games among adolescents is a developing concern worldwide due to the increasing number of players and the negative impacts on their personal lives, including health and social life. A review of the literature reveals various elements contributing to children’s standing in their all-powerful peer group. digital gaming addiction. Only a few studies in the literature suggest that some type of video game product for parents known as a loot box can be purchased with real money, but its contents are randomized. be a cause of digital game addiction, but the question of how parenting conditions influence a child’s addiction to digital games is not addressed adequately.

Digital gaming is an important part of adolescent life, providing opportunities for cognitive stimulation, social connection, and entertainment while also posing documented risks such as problematic gaming, exposure to violent or manipulative content, predatory contact, monetized gambling-like mechanics, and disrupted sleep and family function. Gaming has evolved from a console-centric hobby to an always-connected, monetized, and socially networked ecosystem. Traditional parenting approaches often fail to address the challenges of today’s rapidly changing reality.

This review synthesises recent empirical and theoretical work on adolescent gaming in order to (a) describe the main risks of adolescent gaming, (b) describe the developmental and social benefits of gaming, (c) describe parental mediation strategies and their effectiveness, and (d) propose a shared-responsibility framework involving parental, industry, educational, and policy responsibilities.

A narrative review method was adopted. Peer-reviewed articles, meta-analyses, systematic and scoping reviews, and reports by recognized health and research bodies (e.g., World Health Organization, American Psychological Association, Pew Research Center, and Common Sense Media) published primarily between 2011 and 2026 were identified through structured searches of Google Scholar, PubMed/PMC, ScienceDirect, Wiley Online Library, Frontiers, and MDPI. The search terms were combined with Boolean operators: “adolescent(s)” OR “teen(s)” AND “video game(s)” OR “gaming” AND “parental mediation” OR “digital parenting” AND “gaming disorder” OR “loot box(es)” OR “online safety.” Sources were examined for relevance to adolescent populations (ages 10–19), thematically divided into risk, benefit, and mediation categories, and narratively synthesised. This review did not include formal meta-analytic pooling.

Keywords: digital parenting; adolescents; video games; gaming disorder; parental mediation; online safety; loot boxes

DOI:https://doi.org/10.66095/ijair.2026.v2.i3.a.1

Pages: 1-14

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