• Thursday, 11 June 2026

Video Games As Escape

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After a long and stressful day, many young people turn to playing video games. Some play for mere fun, some for relaxation, while others play these games to escape reality for a while. Gaming itself is not always harmful. In fact, video games can reduce stress, improve problem-solving skills and can even help people socialise through online mediums. But when gaming becomes the only escape to deal with sadness, pressure or loneliness, it can slowly lead to psychological problems.

In Nepal, many students and youths face academic pressure, unemployment, family expectations and uncertainty about the future. Because mental health is still rarely discussed openly, many young people look for other ways to cope. For some, video games become a safe place where they can forget their real-life problems for at least a few hours. But the problem begins when this ‘escape’ becomes excessive.

The World Health Organisation (WHO) has officially recognised “gaming disorder” as a mental health condition. According to the WHO, gaming becomes harmful when a person loses control over gaming habits and continues playing despite negative effects on studies, relationships, sleep or daily life. A recent WHO report also found that 12 per cent of adolescents are at risk of problematic gaming, and 22 per cent of teenagers who game spend at least four hours a day playing. These numbers may not seem huge, but they show how easily gaming can become unhealthy if there is no balance.

In Nepal, gaming cafes, mobile games, and online multiplayer games are becoming very popular in recent years. It is common to see school and college students spending hours on games like PUBG, Free Fire or Clash of Clans. Many young people stay awake late at night gaming and then struggle in school or college the next day. Some even become emotionally dependent on games because real life feels more stressful than the virtual world.

However, this is where the problem actually begins. A young student, at the age of studying and doing homework, is playing these games non-stop. This can cause serious academic decline. The student might start to get used to the dopamine that they receive while playing games, leading them to be unable to want to study or complete their assignments. Many studies have proven that these types of video games might encourage these young adults to become more violent. 

At the same time, not every gamer is addicted. Many people play responsibly and enjoy gaming as a hobby. Some studies even suggest that games can reduce burnout and improve happiness when played in moderation. The issue is not gaming itself, but imbalance.

Nepal needs more awareness about mental health and healthier coping mechanisms for young people. Schools and colleges should encourage counselling services and open conversations about stress and emotional well-being. Parents should also try to understand why their children spend so much time gaming instead of just punishing them.

Video games should be a source of entertainment, not an escape from life itself. When young people feel heard, supported and hopeful about their future, they are less likely to hide inside virtual worlds for comfort.

Author

Garima Dhakal
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