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Gaming's Deadly Grip: Sisters Die After Jump
4 Feb
Summary
- Three sisters died after jumping from their ninth-floor building.
- Excessive online gaming dependence is suspected as a cause.
- Experts warn of emotional regulation and judgment impairment.

Three minor sisters, aged 12, 14, and 16, died on Wednesday after jumping from the ninth floor of their Ghaziabad building. Police are investigating the incident, suspecting a link to excessive online gaming and a family disagreement over the girls' growing dependence on online games and skipping school.
Child psychologists note that intense dependence on online games, termed Internet Gaming Disorder, can significantly harm adolescents' emotional worlds and clear thinking. Gaming often serves as an escape from difficult emotions, leading to poor emotional control, irritability, and mood swings. The developing prefrontal cortex in teenagers, responsible for judgment, is further weakened by heavy gaming.
Signs like school avoidance and withdrawal from daily routines are critical indicators of emotional distress. These behaviours, often linked to anxiety or depression, can be exacerbated by excessive gaming, which offers escape and instant rewards. This cycle worsens isolation and dependence on the online world.
Repeated conflicts over gaming create a vicious cycle, as games become a primary coping tool. When restricted, adolescents may feel a loss of comfort and control, leading to eroded trust and increased emotional sensitivity. This can result in disproportionate reactions to disagreements.
Experts are observing an increase in such cases, especially post-pandemic, due to heightened screen exposure and social isolation. During moments of intense emotional distress, adolescents' impulsivity, coupled with an imbalance between emotional and reasoning brain centres, can lead to irreversible decisions.
Parents are advised to shift from control to connection, fostering curiosity and empathy rather than implementing abrupt bans. Collaborative limits on gaming hours, sleep, and responsibilities, alongside offering alternative offline activities, are recommended. Modeling healthy screen use is also crucial.




