Essay: Societal Impact of Video Game Addiction and its Consequences
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This essay delves into the detrimental effects of video game addiction on society, focusing on the rise of online multiplayer games and their impact across different age groups. It traces the evolution of these games, highlighting their increasing popularity, particularly among youth, and the role of the internet in fostering this trend. The essay explores the addictive nature of online gaming, citing studies and real-life examples to illustrate its consequences, including academic decline, social isolation, and mental health issues. It examines the classification of video game addiction as a disorder by the World Health Organization and discusses the debate surrounding the severity of its impact, comparing it to drug addiction. Furthermore, the essay underscores the need for restrictions and interventions, such as cognitive-behavioral therapy, to mitigate the negative effects and help individuals regain control of their lives. The essay also suggests the role of parents and regulatory bodies in managing and monitoring gaming habits to prevent excessive engagement and promote a balanced lifestyle.

Running head: VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
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VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
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Author note
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VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
The current generation is obsessed with video games and the creators of such games have
duly realized this. They come up with new and exciting games almost every month in order to
lure consumers especially the youth and earn huge profits. The internet has played the most vital
part in popularizing video games amongst the youth.
The online multiplayer games have taken a bulk of the people’s life who dedicates almost
half of their lifespan to online multiplayer games. While some state online games have provided
an opportunity for individuals from different cultures and communities to work in collaboration
for a common goal, others argue about its detrimental effects on the society. They argue for
restricting the access to these games and save people from losing their chances in life, their
families and their jobs as well.
The purpose of this essay is to provide an elaborative discussion on the detrimental
effects of the rise of online multiplayer to societal groups of all ages. Further, the essay aims to
discuss on the need for restrictions to avert individuals from losing their lives in the actual world.
The essay will first highlight the emergence and popularity of multiplayer games online followed
by its influence on people of all age.
The inception of multiplayer games could be traced back to 1960s when it was played
only within university mainframe systems. Two or more players on a single computer played
local multiplayer games like Tennis for Two and Spacewar (Hagström and Kaldo). Later,
networked multiplayer games were being played on small networks comprising mainframe
computers.
Empire was the first networked multiplayer game that launched in 1973. However, with
the emergence and dominance of the internet during the 1990s, video games have gone to a
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
The current generation is obsessed with video games and the creators of such games have
duly realized this. They come up with new and exciting games almost every month in order to
lure consumers especially the youth and earn huge profits. The internet has played the most vital
part in popularizing video games amongst the youth.
The online multiplayer games have taken a bulk of the people’s life who dedicates almost
half of their lifespan to online multiplayer games. While some state online games have provided
an opportunity for individuals from different cultures and communities to work in collaboration
for a common goal, others argue about its detrimental effects on the society. They argue for
restricting the access to these games and save people from losing their chances in life, their
families and their jobs as well.
The purpose of this essay is to provide an elaborative discussion on the detrimental
effects of the rise of online multiplayer to societal groups of all ages. Further, the essay aims to
discuss on the need for restrictions to avert individuals from losing their lives in the actual world.
The essay will first highlight the emergence and popularity of multiplayer games online followed
by its influence on people of all age.
The inception of multiplayer games could be traced back to 1960s when it was played
only within university mainframe systems. Two or more players on a single computer played
local multiplayer games like Tennis for Two and Spacewar (Hagström and Kaldo). Later,
networked multiplayer games were being played on small networks comprising mainframe
computers.
Empire was the first networked multiplayer game that launched in 1973. However, with
the emergence and dominance of the internet during the 1990s, video games have gone to a

2
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
completely new level with users now having the advantage to play online with others. Online
games are played by connecting over a large network or LAN however; the difference between
internet and LAN game was latency.
It must however be noted that internet games and online games might seem to mean the
same thing but online games have a much broader connotation. Online games could be played
amongst players on different computers using the LAN or other large networks and include
earlier networks like CompuServe, which initially had no internet connection.
Gradually, online games had major boost with the introduction of playing stations like
PlayStation and Xbox Live during the 2000s where the games took off on consoles. The console
games saw the participation of a massive number of players worldwide with the numbers
reaching to millions during certain peak hours.
Massively Multiplayer Online games (MMO) took the front stage after console games
where per session players was limited to minimum 4 players and maximum 32 players (Kelly).
MMO had the capacity to have more than hundred players playing in a single gaming session.
Along with these developments, the creators also looked to attract users by constantly upgrading
the games.
These developments made online multiplayer video games instantly popular amongst the
users that were predominantly youngsters. Skoric et al. claim that online multiplayer video
gaming has turned out to be amongst the most addictive internet activities to date. Further
researches also focus on how this addiction has forced young people to dedicate most of their
time to the computer rather on other productive activities. In fact, the addiction went to such
heights that many specialized treatment centers have been established in countries like South-
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
completely new level with users now having the advantage to play online with others. Online
games are played by connecting over a large network or LAN however; the difference between
internet and LAN game was latency.
It must however be noted that internet games and online games might seem to mean the
same thing but online games have a much broader connotation. Online games could be played
amongst players on different computers using the LAN or other large networks and include
earlier networks like CompuServe, which initially had no internet connection.
Gradually, online games had major boost with the introduction of playing stations like
PlayStation and Xbox Live during the 2000s where the games took off on consoles. The console
games saw the participation of a massive number of players worldwide with the numbers
reaching to millions during certain peak hours.
Massively Multiplayer Online games (MMO) took the front stage after console games
where per session players was limited to minimum 4 players and maximum 32 players (Kelly).
MMO had the capacity to have more than hundred players playing in a single gaming session.
Along with these developments, the creators also looked to attract users by constantly upgrading
the games.
These developments made online multiplayer video games instantly popular amongst the
users that were predominantly youngsters. Skoric et al. claim that online multiplayer video
gaming has turned out to be amongst the most addictive internet activities to date. Further
researches also focus on how this addiction has forced young people to dedicate most of their
time to the computer rather on other productive activities. In fact, the addiction went to such
heights that many specialized treatment centers have been established in countries like South-
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VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
East Asia, the United States and Europe. On the other hand, Marchand and Hennig-Thurau argue
that video gaming is not an addiction at all and that it just needs to be shown the right direction.
Addiction of online multiplayer video games are although found to have most impact on
children, adolescents and young adults; it also has huge impact on older individuals. These
individuals as platforms use these games where they could feel superior. Interviews with video
game addicts reveal that they dedicate around 15 to 20 hours of their time of the day to playing.
In worse cases, players spend almost an entire 24 hours to gaming even skipping timely meals.
In an episode of Dr. Phil, a 23-year old gamer named James is interviewed about his
addiction to video games and he reveals some shocking facts about this addiction
(Youtube.com). James confesses that he spends all his time playing online video games and
states that he has lost interest in the real world. He says that he has people in the gaming world
who care about him more than there are in the real world and people who value him.
Further, James finds solace in the gaming world because he is one of the best in the world
but in the real world, he has no worth. When asked whether he would continue to play online
video games at the age of 50, he replies in affirmation because he says that he has nothing better
to do in the real life. James is not the only one who has nearly wasted his life on video gaming;
many such instances abound in today’s world.
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
East Asia, the United States and Europe. On the other hand, Marchand and Hennig-Thurau argue
that video gaming is not an addiction at all and that it just needs to be shown the right direction.
Addiction of online multiplayer video games are although found to have most impact on
children, adolescents and young adults; it also has huge impact on older individuals. These
individuals as platforms use these games where they could feel superior. Interviews with video
game addicts reveal that they dedicate around 15 to 20 hours of their time of the day to playing.
In worse cases, players spend almost an entire 24 hours to gaming even skipping timely meals.
In an episode of Dr. Phil, a 23-year old gamer named James is interviewed about his
addiction to video games and he reveals some shocking facts about this addiction
(Youtube.com). James confesses that he spends all his time playing online video games and
states that he has lost interest in the real world. He says that he has people in the gaming world
who care about him more than there are in the real world and people who value him.
Further, James finds solace in the gaming world because he is one of the best in the world
but in the real world, he has no worth. When asked whether he would continue to play online
video games at the age of 50, he replies in affirmation because he says that he has nothing better
to do in the real life. James is not the only one who has nearly wasted his life on video gaming;
many such instances abound in today’s world.
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VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
The rise in the popularity of online video games especially those played by multiple
players have also caught the attention of international health organizations. In an article
published in BBC, it was revealed that the World Health Organization (WHO) has classified
video gaming addiction as a disorder.
The 11th International Classification of Diseases (ICD) draft produced by the WHO has
described it as, “a pattern of persistent or recurrent gaming behavior so severe that it takes
precedence over other life interests” (Bbc.com). As evident, the addiction has become and is
continuously growing to be damage to individuals of all ages.
However, in another article published in Psychology Today, claims of video games
destroying the youth has been rejected. The article states that associating video gaming addiction
to drug addiction, as many news articles are doing, is misleading and far from truth
(Psychologytoday.com). According to the article, the research that claims video gaming
addiction affects the frontal cortex of the brain in the same way as cocaine shows only one side
of the picture. The research does not state the fact that any kind of pleasure from eating a slice of
pizza to playing a video game activates the same pathways of brain.
Therefore, it is wrong to establish that gaming addiction is equal to drug addiction.
Gaming rather involves increased cognitive activities that help increase attention. These facts
cannot however, deny the fact that video gaming addiction takes away major portion of a
person’s life that could have been used for much more productive activities. Moreover, there are
other better ways to increase cognitive activities rather than dedicating or rather wasting time to
playing online video games.
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
The rise in the popularity of online video games especially those played by multiple
players have also caught the attention of international health organizations. In an article
published in BBC, it was revealed that the World Health Organization (WHO) has classified
video gaming addiction as a disorder.
The 11th International Classification of Diseases (ICD) draft produced by the WHO has
described it as, “a pattern of persistent or recurrent gaming behavior so severe that it takes
precedence over other life interests” (Bbc.com). As evident, the addiction has become and is
continuously growing to be damage to individuals of all ages.
However, in another article published in Psychology Today, claims of video games
destroying the youth has been rejected. The article states that associating video gaming addiction
to drug addiction, as many news articles are doing, is misleading and far from truth
(Psychologytoday.com). According to the article, the research that claims video gaming
addiction affects the frontal cortex of the brain in the same way as cocaine shows only one side
of the picture. The research does not state the fact that any kind of pleasure from eating a slice of
pizza to playing a video game activates the same pathways of brain.
Therefore, it is wrong to establish that gaming addiction is equal to drug addiction.
Gaming rather involves increased cognitive activities that help increase attention. These facts
cannot however, deny the fact that video gaming addiction takes away major portion of a
person’s life that could have been used for much more productive activities. Moreover, there are
other better ways to increase cognitive activities rather than dedicating or rather wasting time to
playing online video games.

5
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
Several studies have shown that online gaming addiction has had an immensely negative
impact on children especially in terms of their academic performance. The findings of the study
by Skoric et al. reveal an association between children’s scholastic performance and the time
spent playing online games. The study also focused on the type of video games with which
children engage themselves. It revealed that children with higher levels of video gaming
addiction had poorer academic performance. These findings further establish the fact that video
gaming addictions are having an adverse effect on not only young adults but children as well.
The above discussion reveals the extent to which online gaming addiction has affected
the lives of people. The addiction has nearly destroyed the lives of many young people who
could have a better career and life. People with video game addiction become isolated from
social life as they cut down on time spent with family and friends. Further, playing games that
are violent and aggressive often leads to violent behavior and change in mindset.
A recent case from North Carolina demonstrates how horrifying online gaming could be.
The online avatar of a 7-year-old girl was brutally raped by the strangers’ characters in a
playground (Variety.com). The mother shared this incident on Facebook as a warning to all
others. She expressed her horror and disgust regarding the entire event and said that the incident
has traumatized her immensely. The incident reflects the level of risk associated with online
gaming and hence restrictions are necessary to avoid such cases. In addition to that, restrictions
are essential to rescue people from this addiction and help them concentrate on their lives, career
and family.
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
Several studies have shown that online gaming addiction has had an immensely negative
impact on children especially in terms of their academic performance. The findings of the study
by Skoric et al. reveal an association between children’s scholastic performance and the time
spent playing online games. The study also focused on the type of video games with which
children engage themselves. It revealed that children with higher levels of video gaming
addiction had poorer academic performance. These findings further establish the fact that video
gaming addictions are having an adverse effect on not only young adults but children as well.
The above discussion reveals the extent to which online gaming addiction has affected
the lives of people. The addiction has nearly destroyed the lives of many young people who
could have a better career and life. People with video game addiction become isolated from
social life as they cut down on time spent with family and friends. Further, playing games that
are violent and aggressive often leads to violent behavior and change in mindset.
A recent case from North Carolina demonstrates how horrifying online gaming could be.
The online avatar of a 7-year-old girl was brutally raped by the strangers’ characters in a
playground (Variety.com). The mother shared this incident on Facebook as a warning to all
others. She expressed her horror and disgust regarding the entire event and said that the incident
has traumatized her immensely. The incident reflects the level of risk associated with online
gaming and hence restrictions are necessary to avoid such cases. In addition to that, restrictions
are essential to rescue people from this addiction and help them concentrate on their lives, career
and family.
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VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
The case of James discussed in the previous section clearly shows the repercussions of
online video gaming addiction. Numerous such cases are reported almost each day across the
globe where people from all occupations are addicted to online video games and completely cut
from social life. Therefore, it is not only important to put restrictions but also to find other better
ways to replace this addiction.
In the book titled Mental Health in the Digital Age: Grave Dangers, Great Promise
authored by Elias Aboujaoude and Vladan Starcevic discuss the various procedures and
techniques are used to help mental health patients in the digital age recover. They included
online gaming addiction as one of the cause of mental health disorder in the digital age.
According to the authors, neuroimaging could be an effective tool available to clinicians for the
treatment of mental health disorder occurring due to excessive use of digital devices like
computer (Elias and Starcevic). Although the book does not discuss the need for restrictions to
online video gaming but it does provide a concrete discussion on the ways to assist people come
out of the addiction.
In case of children, parents must take control of the hours their kids spend on playing
online video games. In addition, they must also monitor the type of games their children play
online. It is important that they make the children realize the importance of social life and this
could be done by spending more time with them.
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
The case of James discussed in the previous section clearly shows the repercussions of
online video gaming addiction. Numerous such cases are reported almost each day across the
globe where people from all occupations are addicted to online video games and completely cut
from social life. Therefore, it is not only important to put restrictions but also to find other better
ways to replace this addiction.
In the book titled Mental Health in the Digital Age: Grave Dangers, Great Promise
authored by Elias Aboujaoude and Vladan Starcevic discuss the various procedures and
techniques are used to help mental health patients in the digital age recover. They included
online gaming addiction as one of the cause of mental health disorder in the digital age.
According to the authors, neuroimaging could be an effective tool available to clinicians for the
treatment of mental health disorder occurring due to excessive use of digital devices like
computer (Elias and Starcevic). Although the book does not discuss the need for restrictions to
online video gaming but it does provide a concrete discussion on the ways to assist people come
out of the addiction.
In case of children, parents must take control of the hours their kids spend on playing
online video games. In addition, they must also monitor the type of games their children play
online. It is important that they make the children realize the importance of social life and this
could be done by spending more time with them.
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VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
When it comes to adolescents, it becomes more difficult to restrict them from engaging
excessively with online games. The reason is the cognitive growth in an adolescent is at the most
crucial stage that this is the transition phase of leaving childhood and becoming an adult.
Therefore, restricting them to play online games must be done in a way that resonate their
attitude and cognition.
Many experts have suggested the cognitive-behavioral therapy (CBT) as an effective
treatment to restrict teenagers from playing online games. CBT is effective because it does not
enforce restriction rather follows a systematic and productive way to restrict people from
playing. It replaces the thought of “my video-game playing does not hurt anyone” with other
productive activities (Techaddiction.ca). The therapy is also useful for young adults like James
although they might require added attention.
It is however imperative to state that restrictions must not limit only to the gamers
addicted to online gaming but also to makers of such games. Regulatory bodies controlling the
export and access of these games should restrict the makers from making games that are violent
or aggressive. Further, the companies must also try to produce games that allow the users to
spend quality time outside the virtual world and not waste their life.
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
When it comes to adolescents, it becomes more difficult to restrict them from engaging
excessively with online games. The reason is the cognitive growth in an adolescent is at the most
crucial stage that this is the transition phase of leaving childhood and becoming an adult.
Therefore, restricting them to play online games must be done in a way that resonate their
attitude and cognition.
Many experts have suggested the cognitive-behavioral therapy (CBT) as an effective
treatment to restrict teenagers from playing online games. CBT is effective because it does not
enforce restriction rather follows a systematic and productive way to restrict people from
playing. It replaces the thought of “my video-game playing does not hurt anyone” with other
productive activities (Techaddiction.ca). The therapy is also useful for young adults like James
although they might require added attention.
It is however imperative to state that restrictions must not limit only to the gamers
addicted to online gaming but also to makers of such games. Regulatory bodies controlling the
export and access of these games should restrict the makers from making games that are violent
or aggressive. Further, the companies must also try to produce games that allow the users to
spend quality time outside the virtual world and not waste their life.

8
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
In the end, it must be stated that playing online multiplayer video games is not harmful
unless it is given less time. One to two hours a day is more than satisfactory to play online
games. When people engage with online video games most of the times, they somehow create a
world of their own; a world where they interact with virtual characters and where they are able to
display their superiority which otherwise is not possible in real life. the consequences of this is
the increasing tendency to cut away from social life, lose or never have jobs and in worst cases,
end lives as well.
It is thus clearly visible, as discussed above that the rise of online multiplayer games have
proved immensely damaging to all age groups in the society. The discussion has also involved
the emergence and popularity of online games and the need for restricting the access to such
games to make sure individuals make good use of their lives.
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
In the end, it must be stated that playing online multiplayer video games is not harmful
unless it is given less time. One to two hours a day is more than satisfactory to play online
games. When people engage with online video games most of the times, they somehow create a
world of their own; a world where they interact with virtual characters and where they are able to
display their superiority which otherwise is not possible in real life. the consequences of this is
the increasing tendency to cut away from social life, lose or never have jobs and in worst cases,
end lives as well.
It is thus clearly visible, as discussed above that the rise of online multiplayer games have
proved immensely damaging to all age groups in the society. The discussion has also involved
the emergence and popularity of online games and the need for restricting the access to such
games to make sure individuals make good use of their lives.
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Do you want full access?
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VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
References:
Aboujaoude, Elias, and Vladan Starcevic, eds. Mental health in the digital age: grave dangers,
great promise. Oxford University Press, 2015.
Bbc.com. "Gaming Addiction Classified As Disorder". BBC News, 2018,
https://www.bbc.com/news/technology-42541404. Accessed 2 Aug 2018
Kelly, Richard V. Massively multiplayer online role-playing games: The people, the addiction
and the playing experience. McFarland, 2004.
Psychologytoday.com. "Sense And Nonsense About Video Game Addiction". Psychology
Today, 2018, https://www.psychologytoday.com/us/blog/freedom-learn/201803/sense-and-
nonsense-about-video-game-addiction. Accessed 2 Aug 2018.
Skoric, Marko M., Linda Lay Ching Teo, and Rachel Lijie Neo. "Children and video games:
addiction, engagement, and scholastic achievement." Cyberpsychology & behavior 12.5 (2009):
567-572.
Techaddiction.ca. "Ten Things Parents Should Know About Teen Computer Game Addiction -
Techaddiction". Techaddiction.Ca, 2018, http://www.techaddiction.ca/teenagers-addicted-to-
computer-games.html. Accessed 2 Aug 2018.
Variety.com. "Video Game ‘Roblox’ Showed A 7-Year-Old Girl’S Avatar Being Raped".
Variety, 2018, https://variety.com/2018/gaming/news/roblox-little-girl-avatar-raped-
1202865698/. Accessed 2 Aug 2018.
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
References:
Aboujaoude, Elias, and Vladan Starcevic, eds. Mental health in the digital age: grave dangers,
great promise. Oxford University Press, 2015.
Bbc.com. "Gaming Addiction Classified As Disorder". BBC News, 2018,
https://www.bbc.com/news/technology-42541404. Accessed 2 Aug 2018
Kelly, Richard V. Massively multiplayer online role-playing games: The people, the addiction
and the playing experience. McFarland, 2004.
Psychologytoday.com. "Sense And Nonsense About Video Game Addiction". Psychology
Today, 2018, https://www.psychologytoday.com/us/blog/freedom-learn/201803/sense-and-
nonsense-about-video-game-addiction. Accessed 2 Aug 2018.
Skoric, Marko M., Linda Lay Ching Teo, and Rachel Lijie Neo. "Children and video games:
addiction, engagement, and scholastic achievement." Cyberpsychology & behavior 12.5 (2009):
567-572.
Techaddiction.ca. "Ten Things Parents Should Know About Teen Computer Game Addiction -
Techaddiction". Techaddiction.Ca, 2018, http://www.techaddiction.ca/teenagers-addicted-to-
computer-games.html. Accessed 2 Aug 2018.
Variety.com. "Video Game ‘Roblox’ Showed A 7-Year-Old Girl’S Avatar Being Raped".
Variety, 2018, https://variety.com/2018/gaming/news/roblox-little-girl-avatar-raped-
1202865698/. Accessed 2 Aug 2018.
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VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
Youtube.com. "Why Unemployed 23-Year-Old ‘Addicted’ To Video Games Prefers Virtual
World". Youtube, 2018, https://www.youtube.com/watch?v=fKh4p_KBpFw. Accessed 2 Aug
2018.
Hagström, David, and Viktor Kaldo. "Escapism among players of MMORPGs—conceptual
clarification, its relation to mental health factors, and development of a new measure."
Cyberpsychology, Behavior, and Social Networking 17.1 (2014): 19-25.
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
Youtube.com. "Why Unemployed 23-Year-Old ‘Addicted’ To Video Games Prefers Virtual
World". Youtube, 2018, https://www.youtube.com/watch?v=fKh4p_KBpFw. Accessed 2 Aug
2018.
Hagström, David, and Viktor Kaldo. "Escapism among players of MMORPGs—conceptual
clarification, its relation to mental health factors, and development of a new measure."
Cyberpsychology, Behavior, and Social Networking 17.1 (2014): 19-25.
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