-
Bresin, K., & Mekawi, Y. (2019).
-
Brunborg, G. S., Mentzoni, R. A., &am
-
Canan, F., Yildirim, O., Sinani, G.,
-
Exelmans, L., & Van den Bulck, J.
-
Choo, H. Y., & Ferree, M. M. (201
-
Demetrovics, Z., Urbán, R., Nagygyörg
-
Desai, R. A., Krishnan-Sarin, S., Cav
-
Gentile, D. A., Choo, H., Liau, A., S
-
Gerbner, G., Gross, L., Morgan, M., &
-
Gerrig, R. J., Zimbardo, P. G., Campb
-
Griffiths, M. D. (2012). Facebook add
-
Jacobs, D. F. (1986). A general theor
-
Kuss, D. J., & Griffiths, M. D. (
-
Lafrenière, M. A. K., Verner-Filion,
-
Lam, J. (2014). Enterprise ri
-
Lambe, L., Mackinnon, S. P., & St
-
Li, C. H. (2014). The perform
-
Moreno, M. A., Egan, K. G., Bare, K.,
-
Rehbein, F., Psych, G., Kleimann, M.,
-
Salahuddin, S., & Muazzam, A. (2019). Gaming addiction in adolescent boys. Clinical and Counselling Psychology Review,&n
-
Shanahan, J., & Morgan, M. (1999)
-
Sherry, S. B., MacKinnon, A. L., Foss
-
Stewart, S. H., & Zack, M. (2008)
-
Throuvala, M. A., Griffiths, M. D., R
-
Wood, A. W., Leung, L. R., Sridhar, V
-
XUE-MIN, Z. (2009).Violent Components and Interactive Mode of Computer Video Game on Player's Negative Social Effect. In: MAO, L., BIN, Y. & LIU, C., eds., 2009. 95-103.
-
Yee, N. (2006). Motivations for play
-
Zhang, F., & Kaufman, D. (2017).
Abstract:
American Psychiatric Association (APA) states that gaming addiction is an irresistible and compulsive drive by a person to be involved in a video game. We are going to find out what is the motive of a PUBG player to play for the game. This involves two hypotheses of the study. One is about whether religiosity level has any relationship with gaming addiction or not. The other is about motivation to play PUBG games. A survey technique was employed to collect the data. The Pearson correlation is -0.192. This value signifies a negative correlation between religion level and gaming addiction. A negative correlation suggests that as one variable (in this case, religion level) increases, the other variable (gaming addiction) tends to decrease, and vice versa. The magnitude of -0.192 indicates that the association is not extremely strong, but it is statistically significant. A strong association was observed between a high cultivation effect and a high motivation level.
Key Words:
Players Unknown Battle Ground, Gaming Addiction, Motivation Level, Religiosity
Introduction
The origins of Video Games can be traced back to the 1950s, but their significant commercial expansion occurred during the 1980s and 1990s, coinciding with the widespread adoption of personal computers, home gaming consoles, and portable gaming devices by the general public. The current surge in online video games has become a vital avenue for the industry's expansion in the consumer market. This is mostly attributed to their availability on devices that are not exclusively dedicated to gaming, such as modern smartphones. The domain of Video Games has arisen as an enchanting and lively leisure industry in the contemporary environment. The profound importance of this phenomenon has had evident impacts on our society, particularly on the younger generation. The repercussions of video games can be categorized as either beneficial or negative, depending on the nature of the games and the age group of the players (Xue-min, 2009). Gaming addiction is characterized by persons experiencing an irresistible and compulsive drive to engage in video games. The American Psychiatric Association (APA) states that gaming addiction shares similarities with behavioral addictions, such as gambling addiction. Individuals struggling with gaming addiction may have a range of negative consequences, including challenges in managing the amount of time spent on gaming, neglect of personal responsibilities, and disengagement from social relationships. This addiction may significantly impair an individual's life, resulting in difficulties in relationships, employment, and mental well-being. Internet browsing and video gaming have grown in popularity among kids and teenagers. Throuvala et al. (2019) have expressed worries about the potential detrimental effects of gaming and internet addictions on one's physical and mental health. A recent poll conducted in the United Kingdom revealed that 53% of parents voiced concerns over their children's utilization of technology, exceeding anxieties about substance abuse, academic achievement, or sexual orientation. Online addiction is becoming widely acknowledged as a serious public health issue, especially among teenagers. This is notably the case in China, which has one of the highest levels of online and video game addiction (Cheng & Li, 2014).
Literature Review
The study done by Salahuddin and Muazzam (2019) concluded that persons who develop an addiction to video games tend to lose interest in their real-life activities and instead focus solely on how to achieve more within the game. This troublesome behavior can lead to many psychological issues, disruptions in sleep patterns, difficulties in forming relationships, an inability to focus on little tasks, and other mental health disorders (Alimoradi et al., 2019). In addition, there is a correlation between excessive gaming and increased levels of stress, changes in mood, and worse academic performance (Hawi et al., 2018). In addition, it has been found that excessive gaming and other types of excessive internet usage can greatly interrupt the sleep-wake cycle, leading to insomnia and various sleep problems (Lam, 2014). The evaluation of sleep involves several aspects, including the ease of falling asleep, the duration of sleep, and the level of refreshment upon awakening. Previous investigation consistently shows that augmented time spent on online gaming leads to numerous disturbances regarding sleep, such as decreased quality of sleep, irregular sleep patterns, delayed sleep initiation, and excessive daytime drowsiness (Fosum et al., 2014; Canan et al., 2013). While a significant body of literature often highlights the negative effect of excessive digital device use on the fitness and intellectual well-being of children and teens, it is vital to understand that appropriate media utilization also can yield advantages for college-elderly individuals. Such media intake allows them to acquire new information, interact in social interactions, and acquire peer assistance. The American Academy of Pediatrics recognizes the significance of maintaining a balanced technique to media use amongst faculty-aged children and teens, promoting different healthful behaviors along with media engagement. However, guiding children in the suitable use of media poses a substantial project for dad and mom. Consequently, many parents and educators accept as true that digital training, the promotion of online protection, and the prevention of online harms must be essential additives of the college curriculum throughout all age companies (Moreno et al., 2013). In the modern digital generation, completely prohibiting using media among children and teenagers is impractical and unrealistic. Therefore, fostering digital competence will become important in making sure the responsible and beneficial use of digital media. The remarkably substantial prevalence of gaming worldwide, particularly among persons within the adolescent demographic, is unquestionably impressive and thought-provoking. This tendency may be ascribed to the continuous advancement in technology, which has led to the rise of video and online games that have an increasingly irresistible appeal and provide a heightened level of difficulty. These video games include finely produced visuals that are visually pleasing, depicting realistic images that blur the boundaries between the digital and real world. Moreover, the characters inside such games exhibit a notable level of practicality, demonstrating a degree of complexity that is undoubtedly astonishing. In addition, the game systems have undergone significant enhancements, integrating intricate features that enhance the overall gameplay experience. It is important to acknowledge that a significant portion of the younger population engages in gaming without encountering any adverse consequences. It is important to note that there is a group of teenagers who struggle to find a balance between their involvement in gaming activities and their academic, familial, and social responsibilities. The recognition of gaming addiction as a challenging issue is a relatively recent development, as studies on this addiction did not arise until the 1980s, despite the availability of commercial games from the early 1970s (Griffiths 2012). The significant proliferation of home gaming systems, online platforms, and affordable PC gaming devices played a pivotal role in drawing attention to the issue. Griffiths (2012) conducted a comprehensive analysis of existing research, which found that the occurrence of pathological gamers in selected populations ranges from 1.7% to more than 10%. Moreover, studies focusing on teenagers who are passionate about gaming have estimated that between 2% and 16% of adolescents exhibit indications of gaming addiction (Brunborg et al., 2014; Kuss and Griffiths, 2012a, b; Gentile et al., 2011).
Owing to its possible detrimental effects on several aspects of physical health, gaming addiction poses a serious risk that must not be overlooked. Numerous health problems, including lack of sleep, irregular eating habits, physical stress and fatigue, obesity, mental health disorders, social incompetence, and alienation from friends and family, have been linked to this reliance (Brunborg et al. 2014: Choo et al. 2010). A multitude of elements, encompassing both individual and environmental aspects, have been identified in studies on gaming addiction. Research has shown that a higher proportion of males participate in video and online gaming and are more susceptible to addiction compared to females (Desai et al. 2010 & Rehbein et al. 2010). Indeed, around 56% of those who enjoy playing games are male, and among them, 26% are below the age of 18. The gender gap can be explained by the fact that male game addicts find the activity more exciting and entertaining than female, resulting in a higher likelihood of engaging in extreme gaming behavior (Wood et al., 2004). The social aspect is a crucial determinant of online gaming addiction among college students. Loneliness is a commonly experienced emotion that is often described as an unpleasant sensation resulting from changes in personal or societal needs and wants. Individuals who frequently experience loneliness often seek comfort by devoting a significant amount of their time to online gaming platforms. They believe that their difficulties in forming friendships, joining social groups, and presenting themselves in real life can be overcome through this virtual medium (Zhang & Kaufman, 2017). Therefore, it may be stated that students who feel lonely are more inclined to participate in online gaming and, at the same time, experience a sense of loneliness.
Motivation to Play Video Games
Human motivation, an innate mechanism that promotes and sustains mental and physical activity, is the driving force behind the desire to engage in online gaming. Gerrig, Zimbardo, Campbell, Cumming, and Wilkes (2011) assert that this drive affects the course and fervor of a person's dream chasing. To comprehend the enhancement, maintenance, and management of addictive behaviors necessitates a thorough analysis of motivation since it is regarded as a crucial factor in this context. Lambe et al. (2015) and Stewart and Zack (2008) have also acknowledged motivation as a crucial factor in addictive behaviors, particularly in relation to seeking emotional relief or coping. The theories on addiction have placed significant emphasis on specific reasons related to emotional evasion or coping, as elucidated by Bresin and Mekawi (2019) and Jacobs (1986). In the realm of gaming, research on motives has utilized several categorizations and measurement tools, often overlapping and including distinct elements. Demetrovics et al. (2011), Lafrenière et al. (2012) & Yee (2006) have enhanced this collection of papers by employing unique methodologies. These gaming motivation models have been developed either through empirical research or solely based on theoretical frameworks. The empirical technique involves observing and evaluating the actions of Multi-User Dungeon (MUD) participants, as validated by Bartle (1996). Expanding on Bartle's ideas, Yee (2006b) developed a 5-element model to assess gaming motives through exploratory component evaluation. This iteration comprises the elements of accomplishment, courtship, absorption, escapism, and manipulation. The Motivation to Play in Online Games Questionnaire (MPOGQ) played a crucial role in refining and popularizing Yee's version. The creation of this questionnaire involved the utilization of major constituent analysis on a significant sample of players involved in massively multiplayer online role-playing games (MMORPGs). Yee's model of hierarchy model of online gaming incentives consists of three second-order components and ten first-order factors. The three second-order dimensions are achievement, social interaction, and deep engagement. Achievement motives involve aspects of advancement, mechanisms, and rivalry within the sport. Social motives encompass the inclination to partake in social interactions, forge connections, and cooperate with other individuals. The primary factors contributing to immersion in a game revolve around the pleasure derived from engaging in exploration, assuming different roles, personalizing one's experience, and yearning to detach from reality. Yee (2006a) specified that each of these second-order items is divided into ten first-order parts.
H1: It is more likely that players with high religiosity levels are less addicted to PUBG
H2: It is more likely that players who play more PUBG games have a high level of motivation.
Methodology
The universe of proceedings from which the sample is taken is called as population. In this research, students from the Islamia University of Bahawalpur, who are active players of online PUBG games, are the universe of the study. Data for the research study was collected by using the Convenience Sampling technique. The Likert scale method was used to gauge respondents' preferences. To determine the effects, such as very lot, much, somewhat, rarely, and not at all, five sets were created. Following the completion of the questionnaire and the coding procedure, the data must be presented in tabular and graphical form and subjected to statistical tool analysis. SPSS version 22 was utilized for data analysis in order to examine the correlation between the variables. With a 5% margin of error and a 95% confidence level, 1000 responses were thought to be the necessary sample size for the study. The period of the cross-sectional investigation was September 21, 2021, to November 22, 2021. Students from several disciplines at The Islamia University of Bahawalpur provided the data. Based on the uses and gratification hypothesis, Sherry et al. (2013) concentrated on the reasons why people use video games to fulfill their social and psychological requirements. Six primary scales that included questions for each scale comprised the motivation for playing video games. As a result, the six motivational dimensions included in the authors' scale were arousal, competitiveness, challenge, social contact, recreation, and fantasy. This scale had twenty questions in all, each with a 5 Likert scale that went from 1 (strongly agree) to 5 (strongly disagree). The responders with the lowest level of gaming motivation had scores between 20 and 100. A game addiction scale was developed by Van Rooij et al. (2012). A five-point Likert scale, with 1 representing never and 5 representing very often, is used to rate each of the seven GAS items. Higher GAS scores are indicative of more problematic online gaming usage. The seven Likert-type items that make up the GAS are (1 = never, 2 = seldom, 3 = occasionally, 4 = often, and 5 = very often), and they are all preceded by the phrase "During the last 6 months, how often..." For instance, "How often did you think about playing a game all day long during the last six months?" Higher scores on the GAS indicate a higher level of gaming addiction. The total score ranges from 7 to 35.
Results
The study showed the Cronbach alpha of 0.882 showing the good reliability of the questionnaire of the study. From the study, it can be observed that the mean age of the participants in the study is 20 years with a standard deviation of approximately 1.34 years. The gender distribution shows that 820 (82.0%) of the respondents are male, while 180 (18.0%) are female. This suggests a significant gender imbalance in the sample, with a majority being male. The education level of the participants is divided into four categories. The majority of respondents, 638 (63.8%), have an education level under matric (indicating education below high school). 172 (17.2%) have a matriculation level of education, 106 (10.6%) are undergraduates, and 84 (8.4%) are graduates. This reveals that the sample is predominantly composed of individuals with lower levels of education.
Table 1 Motivation Levels Variables
| Motivation Level Variables width="25%">Categories width="14%">N = 1000 width="21%">% | > I want to show my friends that I'm the best in the game. width="25%">Strongly agree width="14%">624 width="21%">62.4% | > Agree width="14%">226 width="21%">22.6% | > Neutral width="14%">112 width="21%">11.2% | > Disagree width="14%">27 width="21%">2.7% | > Strongly disagree width="14%">11 width="21%">1.1% | > I always want to play again when I lose to somebody in an effort to win. width="25%">Strongly agree width="14%">605 width="21%">60.5% | > Agree width="14%">234 width="21%">23.4% | > Neutral width="14%">99 width="21%">9.9% | > Disagree width="14%">50 width="21%">5.0% | > Strongly disagree width="14%">12 width="21%">1.2% | > Whenever I lose my close friend, I become irritated. width="25%">Strongly agree width="14%">540 width="21%">54.0% | > Agree width="14%">251 width="21%">25.1% | > Neutral width="14%">110 width="21%">11.0% | > Disagree width="14%">84 width="21%">8.4% | > Strongly disagree width="14%">15 width="21%">1.5% | > Being the fastest and most proficient player in the game is vital to me. width="25%">Strongly agree width="14%">562 width="21%">56.2% | > Agree width="14%">238 width="21%">23.8% | > Neutral width="14%">116 width="21%">11.6% | > Disagree width="14%">65 width="21%">6.5% | > Strongly disagree width="14%">19 width="21%">1.9% | > I am proud when I become an expert in certain parts of a game. width="25%">Strongly agree width="14%">605 width="21%">60.5% | > Agree width="14%">225 width="21%">22.5% | > Neutral width="14%">96 width="21%">9.6% | > Disagree width="14%">58 width="21%">5.8% | > Strongly disagree width="14%">16 width="21%">1.6% | > I find reaching the next level to be really rewarding. width="25%">Strongly agree width="14%">506 width="21%">50.6% | > Agree width="14%">280 width="21%">28.0% | > Neutral width="14%">124 width="21%">12.4% | > Disagree width="14%">68 width="21%">6.8% | > Strongly disagree width="14%">22 width="21%">2.2% | > I keep playing until I win the game or finish a level. width="25%">Strongly agree width="14%">600 width="21%">60.0% | > Agree width="14%">228 width="21%">22.8% | > Neutral width="14%">97 width="21%">9.7% | > Disagree width="14%">58 width="21%">5.8% | > Strongly disagree width="14%">17 width="21%">1.7% | > I discovered that working with video games can be fun in fresh and inventive ways. width="25%">Strongly agree width="14%">630 width="21%">63.0% | > Agree width="14%">216 width="21%">21.6% | > Neutral width="14%">82 width="21%">8.2% | > Disagree width="14%">55 width="21%">5.5% | > Strongly disagree width="14%">17 width="21%">1.7% | > I get together with my pal because we play video games together. width="25%">Strongly agree width="14%">591 width="21%">59.1% | > Agree width="14%">256 width="21%">25.6% | > Neutral width="14%">106 width="21%">10.6% | > Disagree width="14%">29 width="21%">2.9% | > Strongly disagree width="14%">18 width="21%">1.8% | > My pals and I like to play video games together quite a bit. width="25%">Strongly agree width="14%">628 width="21%">62.8% | > Agree width="14%">243 width="21%">24.3% | > Neutral width="14%">89 width="21%">8.9% | > Disagree width="14%">25 width="21%">2.5% | > Strongly disagree width="14%">15 width="21%">1.5% | > When I have free time, I like to play video games. width="25%">Strongly agree width="14%">611 width="21%">61.1% | > Agree width="14%">232 width="21%">23.2% | > Neutral width="14%">86 width="21%">8.6% | > Disagree width="14%">53 width="21%">5.3% | > Strongly disagree width="14%">18 width="21%">1.8% | > I spend too much time playing video games instead of doing other things. width="25%">Strongly agree width="14%">601 width="21%">60.1% | > Agree width="14%">226 width="21%">22.6% | > Neutral width="14%">104 width="21%">10.4% | > Disagree width="14%">55 width="21%">5.5% | > Strongly disagree width="14%">14 width="21%">1.4% | > Through video games, I like to do things that I would not be able to do in real life. width="25%">Strongly agree width="14%">574 width="21%">57.4% | > Agree width="14%">231 width="21%">23.1% | > Neutral width="14%">111 width="21%">11.1% | > Disagree width="14%">65 width="21%">6.5% | > Strongly disagree width="14%">19 width="21%">1.9% | > I can assume to be someone or somewhere else when I play video games. width="25%">Strongly agree width="14%">518 width="21%">51.8% | > Agree width="14%">262 width="21%">26.2% | > Neutral width="14%">130 width="21%">13.0% | > Disagree width="14%">70 width="21%">7.0% | > Strongly disagree width="14%">20 width="21%">2.0% | > I enjoy playing video games as they enable me to perform things that I would otherwise be unable to do. width="25%">Strongly agree width="14%">510 width="21%">51.0% | > Agree width="14%">270 width="21%">27.0% | > Neutral width="14%">132 width="21%">13.2% | > Disagree width="14%">68 width="21%">6.8% | > Strongly disagree width="14%">20 width="21%">2.0% | > The thrill of taking on a different persona in a game excites me. width="25%">Strongly agree width="14%">565 width="21%">56.5% | > Agree width="14%">238 width="21%">23.8% | > Neutral width="14%">103 width="21%">10.3% | > Disagree width="14%">63 width="21%">6.3% | > Strongly disagree width="14%">31 width="21%">3.1% | > I play video games because it stimulates my emotions. width="25%">Strongly agree width="14%">623 width="21%">62.3% | > Agree width="14%">199 width="21%">19.9% | > Neutral width="14%">91 width="21%">9.1% | > Disagree width="14%">58 width="21%">5.8% | > Strongly disagree width="14%">29 width="21%">2.9% | > I play video games because it excites me. width="25%">Strongly agree width="14%">565 width="21%">56.5% | > Agree width="14%">238 width="21%">23.8% | > Neutral width="14%">115 width="21%">11.5% | > Disagree width="14%">63 width="21%">6.3% | > Strongly disagree width="14%">19 width="21%">1.9% | > I feel playing video games will raise my level of adrenaline. width="25%">Strongly agree width="14%">677 width="21%">67.7% | > Agree width="14%">202 width="21%">20.2% | > Neutral width="14%">84 width="21%">8.4% | > Disagree width="14%">20 width="21%">2.0% | > Strongly disagree width="14%">17 width="21%">1.7% | > Video game playing keeps me on the edge of my seat. width="25%">Strongly agree width="14%">629 width="21%">62.9% | > Agree width="14%">233 width="21%">23.3% | > Neutral width="14%">87 width="21%">8.7% | > Disagree width="14%">24 width="21%">2.4% | > Strongly disagree width="14%">27 width="21%">2.7% |
| Gaming Addiction variables width="20%">Categories width="16%">N = 1000 width="23%">% | > Have you considered spending the entire day playing a game? width="20%">Never width="16%">304 width="23%">30.4% | > Rarely width="16%">157 width="23%">15.7% | > Sometimes width="16%">142 width="23%">14.2% | > Often width="16%">322 width="23%">32.2% | > Very often width="16%">75 width="23%">7.5% | > Have you been playing games for longer periods of time? width="20%">Never width="16%">248 width="23%">24.8% | > Rarely width="16%">167 width="23%">16.7% | > Sometimes width="16%">154 width="23%">15.4% | > Often width="16%">402 width="23%">40.2% | > Very often width="16%">29 width="23%">2.9% | > Did you use video games as a way to escape reality? width="20%">Never width="16%">285 width="23%">28.5% | > Rarely width="16%">144 width="23%">14.4% | > Sometimes width="16%">180 width="23%">18.0% | > Often width="16%">344 width="23%">34.4% | > Very often width="16%">47 width="23%">4.7% | > Have there been failed attempts by others to limit your gaming? width="20%">Never width="16%">270 width="23%">27.0% | > Rarely width="16%">156 width="23%">15.6% | > Sometimes width="16%">158 width="23%">15.8% | > Often width="16%">389 width="23%">38.9% | > Very often width="16%">27 width="23%">2.7% | > Did you feel disappointed about not being able to play? width="20%">Never width="16%">278 width="23%">27.8% | > Rarely width="16%">126 width="23%">12.6% | > Sometimes width="16%">178 width="23%">17.8% | > Often width="16%">404 width="23%">40.4% | > Very often width="16%">14 width="23%">1.4% | > Did you ever argue with family or friends about how much time you spent playing video games? width="20%">Never width="16%">322 width="23%">32.2% | > Rarely width="16%">182 width="23%">18.2% | > Sometimes width="16%">209 width="23%">20.9% | > Often width="16%">236 width="23%">23.6% | > Very often width="16%">51 width="23%">5.1% | > Have you given up on important tasks like work, school, or sports in favor of playing games? width="20%">Never width="16%">277 width="23%">27.7% | > Rarely width="16%">141 width="23%">14.1% | > Sometimes width="16%">153 width="23%">15.3% | > Often width="16%">380 width="23%">38.0% | > Very often width="16%">49 width="23%">4.9% |
| Gaming Addiction * gaming Disorder Cross-tabulation | > width="32%" colspan="2"> Gaming disorder width="11%" rowspan="2">Total | > Low gaming disorder width="16%">High gaming disorder | > Gaming addiction width="24%" rowspan="2">Low gaming addiction width="12%">N width="16%">311 width="16%">161 width="11%">472 | > % width="16%">31.1% width="16%">16.1% width="11%">47.2% | > High gaming addiction width="12%">N width="16%">202 width="16%">326 width="11%">528 | > % width="16%">20.2% width="16%">32.6% width="11%">52.8% | > Total width="12%">N width="16%">513 width="16%">487 width="11%">1000 | > % width="16%">51.3% width="16%">48.7% width="11%">100.0% | ||||||||
The results from the table of the Chi-Square test of association suggest that gaming disorder and gaming addiction are significantly associated since the p-value = 0.000 < 0.05 level of significance. In practical terms, this means that individuals with higher levels of gaming disorder are more likely to exhibit higher levels of gaming addiction, and vice versa.
Table 4 Cross-tabulation between gaming Addiction and Religiously Level
| Gaming Addiction * Religion-level Cross-tabulation | > width="32%" colspan="2"> Religion level width="11%" rowspan="2">Total | > Low religion level width="16%">High religion level | > Gaming addiction width="24%" rowspan="2">Low gaming addiction width="12%">N width="16%">201 width="16%">271 width="11%">472 | > % width="16%">20.1% width="16%">27.1% width="11%">47.2% | > High gaming addiction width="12%">N width="16%">326 width="16%">202 width="11%">528 | > % width="16%">32.6% width="16%">20.2% width="11%">52.8% | > Total width="12%">N width="16%">527 width="16%">473 width="11%">1000 | > % width="16%">52.7% width="16%">47.3% width="11%">100.0% | ||||||||
| Association between religion level and Gaming addiction of PUBG | > width="17%"> Value width="17%">Degree of Freedom width="24%">p-value | > Pearson Chi-Square width="17%">36.694 width="17%">1 width="24%">0.000*** | |||
In interpretation, the results of this Pearson Chi-Square test indicate a statistically significant association between religion level and gaming addiction related to PUBG. This means that the two variables are not independent, and there is a notable relationship between them within the studied population. The results suggest that individuals with different levels of religiosity may have different propensities for gaming addiction concerning PUBG.
The Pearson correlation coefficient (Pearson's R) is -0.192. This value signifies a negative correlation between religion level and gaming addiction. A negative correlation suggests that as one variable (in this case, religion level) increases, the other variable (gaming addiction) tends to decrease, and vice versa. The magnitude of -0.192 indicates that the association is not extremely strong, but it is statistically significant.
The p-value is 0.011, marked with three asterisks (***) indicating very high statistical significance. In this case, a p-value of 0.011 means that the observed association between cultivation level and gaming motivation. A strong association was observed between a high cultivation effect and a high motivation level.
Table 6 Chi-square test of Association between the level of cultivation and motivation
| Chi-Square Tests | > width="23%"> Value width="25%">Degree of Freedom width="24%">p-value | > Pearson Chi-Square width="23%">13.057 width="25%">4 width="24%">0.011 | |||
