A diary discovered after the tragic deaths of three minor sisters in Ghaziabad has provided a disturbing glimpse into the digital universe they had increasingly withdrawn into—one dominated by horror-survival games, repetitive tasks, and online walkthroughs. Clinical psychologists analyzing the handwritten notes suggest they reflect how profoundly the girls had retreated into virtual worlds as their real-life social interactions steadily diminished.
The Digital World of the Sisters
The diary, which was accessed by The Times of India, meticulously lists four mobile games that the sisters were intensely engaged with: Poppy Playtime, The Baby in Yellow, Evil Nun: The Scary Horror Game, and Ice Scream. All these titles belong to the horror or puzzle-survival genre, immersing players in confined, threatening environments where the primary objective is to escape. While Poppy Playtime requires an initial payment of approximately Rs 300, the other games are free to download but heavily rely on in-app purchases to enhance gameplay.
Poppy Playtime: A Terrifying Toy Factory
Developed by Mob Entertainment, Poppy Playtime is a first-person puzzle-horror game set inside an abandoned toy factory. Players take on the role of a former employee who returns to investigate the disappearance of workers, only to be hunted by grotesque, animated toys. Progress in the game hinges on solving environmental puzzles, evading enemies, and navigating through dark, claustrophobic spaces. With over 10 lakh downloads on Google Play, it carries a 12+ age rating and charges around Rs 300 to begin playing. Its official description ominously urges players to "stay alive" and "survive the vengeful toys waiting for you."
The Baby in Yellow: Horror with Dark Humor
Created by Team Terrible, The Baby in Yellow blends horror elements with dark humor. In this game, players act as a babysitter tasked with mundane chores like feeding, changing diapers, and putting a baby to sleep, while increasingly disturbing paranormal events unfold. It relies heavily on jump scares, eerie sound design, and visual shocks to create tension. The game has achieved massive global popularity, recording over 10 crore downloads worldwide.
Evil Nun: The Scary Horror Game
Developed by Keplerians Games, Evil Nun is set inside a school controlled by a terrifying nun who has been transformed after a zombie-like infection. Players must solve puzzles, free trapped children, and escape the premises without being caught. Featuring multiple chapters and endings, the game has amassed more than 5 crore downloads, captivating audiences with its suspenseful gameplay.
Ice Scream: A Chilling Adventure
Also developed by Keplerians Games, Ice Scream revolves around an ice-cream vendor who kidnaps children and freezes them inside his van. Set in a small town, the game requires players to hide, sneak, and solve clues while avoiding detection. Like Evil Nun, it is part of a multi-chapter franchise and has crossed 5 crore downloads, further highlighting the sisters' fascination with this genre.
Family Insights and Cultural Fascination
Their father, Chetan Kumar, informed TOI that the sisters had been playing task-based online games for at least two to three years and were deeply fascinated by Korean culture. They even gave each other Korean names and frequently expressed a desire to visit the country. Investigators suspect that the youngest sibling may have started playing these games before the age of 10, despite most applications recommending a minimum age of 12, raising questions about parental oversight and age-appropriate content.
Gaming as a Shared Routine
The diary entries indicate that gaming was not merely casual recreation but a shared routine for the sisters. Alongside playing the games themselves, they regularly watched YouTube livestreams of gamers playing the same titles. These videos often heighten fear and suspense through exaggerated reactions, jump scares, and constant tension, potentially amplifying the immersive and isolating experience.
Expert Caution Against Simplistic Links
Experts caution against drawing direct or simplistic connections between violent games and suicide. "It would be unfair to blame games alone," said clinical psychologist Pulkit Sharma. "But patterns like these need to be understood as a possible cry for help, especially when children increasingly isolate themselves from the real world." This perspective underscores the complexity of such cases, where multiple factors, including social isolation and mental health issues, may interplay.
The tragic incident in Ghaziabad serves as a poignant reminder of the need for greater awareness and dialogue around digital consumption, mental well-being, and the responsibilities of both parents and game developers in safeguarding young minds.