Abstract:
Digital game playing is an extremely popular leisure-time activity with more than two 
billion users worldwide. In Bangladesh 26.46 million people play various digital games using a 
mobile phone, computer, tab etc. Among them 7.8% are teenagers and 1.3% are adults. The 
amount of time spent playing digital games has increased steadily, from 5.1 h/week in 2011 to 
6.5 h/week in 2017 and the playing time increasing day by day. Excessive playing of digital 
games might be addictive which negatively influence many facets of person‟s life especially on 
teenagers, including personal, school, social, financial, and family relationship etc. This study 
aims to explore differences in adaptive psychological functioning of adolescents who play digital 
games, to explore the differences in psychological state and adaptive functioning (GHQ, 
CASFAS) of teenagers in terms of time spent to play digital games. The study also assess the 
relationship between playing digital games and school performance, peer relationship, family 
relationship and home duties/self-care and aims to find out whether any differences between 
male and female teenagers regarding playing digital games. All the participants filled out three 
questionnaire; Bangla Game Addiction Scale (GAS: 21-ietm; Begum, Uddin, & Parmita, 2017), 
the Bangla translated version of Child and Adolescents Social and Adaptive Functioning Scale 
(CASAFS: 24-item; Spence, Price, Sheffield, & Donovan, 2000), and the Bangla version of 
General Health Questionnaire (GHQ-12; Ilyas & Aeysha, 2002).  
In total 287 teenagers included in this study from different areas of Bangladesh. The study 
revealed that almost one third of the teenagers (30.31%), who played digital games, had 
addiction on digital games and it was found that male teenagers (22.64%) had more digital game 
addiction than the female (7.67%) teenagers. Teenagers who had  addiction on games found that 
among them 50.57% have evidence of distress and 26.44% have severe problems and 
iii 
psychological distress on general health were three times greater than compared with 7.5% have 
found severe problems and psychological distress who are not addicted on games. 
Significant negative relationships were found (-.769**) among game addiction and social and 
adaptive functioning (school performance -.629**, peer relationship -.381**, family relationship -.773**, home duties/self-care -.642**) as well as significant differences found regarding on 
time spent on it, <1 and 3 to 4 hour, 5 hours and above. Significant positive relationships were 
(.654**) found among game addiction and general health issues (social dysfunction .514**, 
anxiety and depression .674**, loss of confidence .529**) that indicates game addiction might be 
increased social dysfunction, anxiety/depression and loss of confidence. So, it can be said that 
time spending of playing digital game has very significant role on impacting teenagers‟ social 
and psychological functioning as well as overall health consequences.