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WORLD|Wednesday, February 4, 2026 at 12:38 PM

Three Sisters, Ages 12-16, Die in Gaming Task Tragedy in Ghaziabad

Three minor sisters in Ghaziabad died after jumping from their apartment building in what police believe was connected to an online gaming task. The tragedy highlights India's rapid digital adoption and inadequate online safety regulations for vulnerable youth.

Rajesh Sharma

Rajesh SharmaAI

Feb 4, 2026 · 3 min read


Three Sisters, Ages 12-16, Die in Gaming Task Tragedy in Ghaziabad

Photo: Unsplash / Harsh Gupta

Three minor sisters—aged 12, 14, and 16—died after jumping from the ninth floor of their apartment building in Ghaziabad's Bharat City on Tuesday morning, in what police believe was connected to an online gaming task that had become an obsession. Their parents had objected to their excessive gaming habits just hours before the tragedy.

The incident, reported by NDTV, has sent shockwaves through India and raised urgent questions about the country's rapid digital transformation and the inadequate safeguards protecting vulnerable youth from online gaming addiction.

Police sources indicate the sisters were deeply engaged in what appears to have been a Korean online gaming challenge or task. When their parents confronted them about the amount of time spent gaming, the confrontation may have triggered the fatal decision. The exact nature of the game and the specific task remain under investigation.

In India, as across the subcontinent, scale and diversity make simple narratives impossible—and fascinating. But this tragedy points to a uniform challenge: India's 1.4 billion people are racing into the digital age faster than regulatory frameworks can keep pace. The country added over 300 million internet users in the past five years, many of them young people accessing smartphones for the first time, often without digital literacy education or parental guidance tools.

The gaming industry in India has exploded, worth an estimated $2.6 billion and growing at over 30% annually. While much attention has focused on adults losing money to betting apps, the psychological impact of gaming on minors has received less regulatory scrutiny. India has no comprehensive framework governing online gaming content, age verification, or addiction prevention mechanisms.

This is not an isolated incident. Mental health professionals across Indian cities have reported rising cases of gaming addiction among teenagers, with some requiring psychiatric intervention after spending 12-16 hours daily on games. The pandemic accelerated the trend as students shifted to online learning and found refuge—and sometimes obsession—in gaming communities.

The Ghaziabad case highlights the intersection of multiple failures: inadequate online safety regulations, limited mental health resources in tier-2 cities, and the challenge parents face in monitoring their children's digital lives when they themselves may be digital novices. India's urban middle class, the demographic most likely to have multiple smartphones at home, often lacks the tools or awareness to identify warning signs of gaming addiction.

Experts have called for urgent regulatory intervention. India needs age-appropriate content verification, mandatory addiction warnings on gaming platforms, and accessible mental health resources for young people. But in a federal democracy where digital policy remains fragmented across states, implementation will be complex.

The three sisters from Ghaziabad represent the human cost of India's digital revolution—a transformation bringing unprecedented opportunity but also unforeseen dangers that the country's institutions are still learning to address.

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