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 |
Categories |
N = 1000 |
% |
I want to show my friends that I'm
the best in the game. |
Strongly agree |
624 |
62.4% |
Agree |
226 |
22.6% |
|
Neutral |
112 |
11.2% |
|
Disagree |
27 |
2.7% |
|
Strongly disagree |
11 |
1.1% |
|
I always want to play again when I
lose to somebody in an effort to win. |
Strongly agree |
605 |
60.5% |
Agree |
234 |
23.4% |
|
Neutral |
99 |
9.9% |
|
Disagree |
50 |
5.0% |
|
Strongly disagree |
12 |
1.2% |
|
Whenever I lose my close friend, I
become irritated. |
Strongly agree |
540 |
54.0% |
Agree |
251 |
25.1% |
|
Neutral |
110 |
11.0% |
|
Disagree |
84 |
8.4% |
|
Strongly disagree |
15 |
1.5% |
|
Being the fastest and most proficient
player in the game is vital to me. |
Strongly agree |
562 |
56.2% |
Agree |
238 |
23.8% |
|
Neutral |
116 |
11.6% |
|
Disagree |
65 |
6.5% |
|
Strongly disagree |
19 |
1.9% |
|
I am proud when I become an expert in
certain parts of a game. |
Strongly agree |
605 |
60.5% |
Agree |
225 |
22.5% |
|
Neutral |
96 |
9.6% |
|
Disagree |
58 |
5.8% |
|
Strongly disagree |
16 |
1.6% |
|
I find reaching the next level to be
really rewarding. |
Strongly agree |
506 |
50.6% |
Agree |
280 |
28.0% |
|
Neutral |
124 |
12.4% |
|
Disagree |
68 |
6.8% |
|
Strongly disagree |
22 |
2.2% |
|
I keep playing until I win the game
or finish a level. |
Strongly agree |
600 |
60.0% |
Agree |
228 |
22.8% |
|
Neutral |
97 |
9.7% |
|
Disagree |
58 |
5.8% |
|
Strongly disagree |
17 |
1.7% |
|
I discovered that working with video
games can be fun in fresh and inventive ways. |
Strongly agree |
630 |
63.0% |
Agree |
216 |
21.6% |
|
Neutral |
82 |
8.2% |
|
Disagree |
55 |
5.5% |
|
Strongly disagree |
17 |
1.7% |
|
I get together with my pal because we
play video games together. |
Strongly agree |
591 |
59.1% |
Agree |
256 |
25.6% |
|
Neutral |
106 |
10.6% |
|
Disagree |
29 |
2.9% |
|
Strongly disagree |
18 |
1.8% |
|
My pals and I like to play video
games together quite a bit. |
Strongly agree |
628 |
62.8% |
Agree |
243 |
24.3% |
|
Neutral |
89 |
8.9% |
|
Disagree |
25 |
2.5% |
|
Strongly disagree |
15 |
1.5% |
|
When I have free time, I like to play
video games. |
Strongly agree |
611 |
61.1% |
Agree |
232 |
23.2% |
|
Neutral |
86 |
8.6% |
|
Disagree |
53 |
5.3% |
|
Strongly disagree |
18 |
1.8% |
|
I spend too much time playing video
games instead of doing other things. |
Strongly agree |
601 |
60.1% |
Agree |
226 |
22.6% |
|
Neutral |
104 |
10.4% |
|
Disagree |
55 |
5.5% |
|
Strongly disagree |
14 |
1.4% |
|
Through video games, I like to do
things that I would not be able to do in real life. |
Strongly agree |
574 |
57.4% |
Agree |
231 |
23.1% |
|
Neutral |
111 |
11.1% |
|
Disagree |
65 |
6.5% |
|
Strongly disagree |
19 |
1.9% |
|
I can assume to be someone or
somewhere else when I play video games. |
Strongly agree |
518 |
51.8% |
Agree |
262 |
26.2% |
|
Neutral |
130 |
13.0% |
|
Disagree |
70 |
7.0% |
|
Strongly disagree |
20 |
2.0% |
|
I enjoy playing video games as they
enable me to perform things that I would otherwise be unable to do. |
Strongly agree |
510 |
51.0% |
Agree |
270 |
27.0% |
|
Neutral |
132 |
13.2% |
|
Disagree |
68 |
6.8% |
|
Strongly disagree |
20 |
2.0% |
|
The thrill of taking on a different
persona in a game excites me. |
Strongly agree |
565 |
56.5% |
Agree |
238 |
23.8% |
|
Neutral |
103 |
10.3% |
|
Disagree |
63 |
6.3% |
|
Strongly disagree |
31 |
3.1% |
|
I play video games because it
stimulates my emotions. |
Strongly agree |
623 |
62.3% |
Agree |
199 |
19.9% |
|
Neutral |
91 |
9.1% |
|
Disagree |
58 |
5.8% |
|
Strongly disagree |
29 |
2.9% |
|
I play video games because it excites
me. |
Strongly agree |
565 |
56.5% |
Agree |
238 |
23.8% |
|
Neutral |
115 |
11.5% |
|
Disagree |
63 |
6.3% |
|
Strongly disagree |
19 |
1.9% |
|
I feel playing video games will raise
my level of adrenaline. |
Strongly agree |
677 |
67.7% |
Agree |
202 |
20.2% |
|
Neutral |
84 |
8.4% |
|
Disagree |
20 |
2.0% |
|
Strongly disagree |
17 |
1.7% |
|
Video game playing keeps me on the
edge of my seat. |
Strongly agree |
629 |
62.9% |
Agree |
233 |
23.3% |
|
Neutral |
87 |
8.7% |
|
Disagree |
24 |
2.4% |
|
Strongly disagree |
27 |
2.7% |
Our study
provides a comprehensive view of the motivations and behaviors of gamers. It's
evident that a significant portion of respondents are driven by a strong desire
to prove their gaming skills among their peers, emphasizing the competitive
nature of the gaming community. Emotional investment in gaming experiences,
particularly when playing against friends, is also prevalent, highlighting the
social and personal impact of gaming. Gamers place a high value on excellence,
often striving to excel and surpass others in skill and speed, and taking pride
in mastering various aspects of the game. Progression in gaming is seen as a
rewarding aspect, and many players are committed to seeing a game through to
its completion or victory. Gaming offers an avenue for creativity and
exploration, with a majority of players enjoying novel approaches to gameplay.
Furthermore, it serves as a primary means of gathering with friends,
underscoring its social aspect. The data also reveals that some individuals
prioritize gaming over other responsibilities, and for a significant percentage
of players, gaming can serve as a diversion from more pressing duties.
Gaming's
appeal as a form of escapism, where players can assume alternate identities and
experience the unattainable, is clearly highlighted. The emotional and
excitement factor associated with gaming is a significant motivator for many,
offering a source of intense stimulation and exhilaration. Additionally, gaming
is associated with an adrenaline rush and is known for its thrilling and
suspenseful nature, keeping players engaged and excited.
From
Table 3, it can be observed that a strong desire to prove gaming prowess among
peers is evident in 62.4% (n = 624) of respondents, with 22.6% (n = 226)
agreeing and 2.7% (n = 27) disagreeing. This underscores a strong motivation
for competition. The competitive nature of gamers is further highlighted as
60.5% (n = 605) strongly agree with immediately wanting to play again after a
loss, while 23.4% (n = 234) agree, and 5.0% (n = 50) disagree, revealing a
strong urge to overcome losses and improve gaming performance.
The
emotional impact of gaming competition within social circles is explored, with
54.0% (n = 540) strongly agreeing, 25.1% (n = 251) agreeing, and 8.4% (n = 84)
disagreeing when they lose to a friend. This shows that players are emotionally
invested in gaming experiences, especially when playing against friends.
The
importance of excellence in gaming is emphasized, as 56.2% (n = 562) strongly
agree, 23.8% (n = 238) agree, and 6.5% (n = 65) disagree, indicating a strong
motivation to excel and surpass others in skill and speed. A sense of
achievement in gaming is prevalent, with 60.5% (n = 605) strongly agreeing,
22.5% (n = 225) agreeing, and 5.8% (n = 58) disagreeing when mastering game
elements.
The sense
of progression in gaming is
highlighted,
with 50.6% (n = 506) strongly agreeing, 28.0% (n = 280) agreeing, and 6.8% (n =
68) disagreeing, indicating that advancing to the next level is seen as a
rewarding aspect of gameplay. Players' commitment to seeing games through to
completion or victory is also evident, as 60.0% (n = 600) strongly agree, 22.8%
(n = 228) agree, and 5.8% (n = 58) disagree.
The
creativity and exploration aspect of gaming is embraced, with 63.0% (n = 630)
strongly agreeing, 21.6% (n = 216) agreeing, and 5.5% (n = 55) disagreeing when
it comes to enjoying new and creative ways to work through video games. The
social aspect of gaming is further underlined, as 59.1% (n = 591) strongly
agree, 25.6% (n = 256) agree, and 2.9% (n = 29) disagree when using video games
as a reason to get together with friends. Often, players and friends unite in
group gaming experiences, as 62.8% (n = 628) strongly agree, 24.3% (n = 243)
agree, and 2.5% (n = 25) disagree.
The
tendency to prioritize gaming over other responsibilities is revealed, with
61.1% (n = 611) strongly agreeing, 23.2% (n = 232) agreeing, and 5.3% (n = 53)
disagreeing. Gaming as a diversion from pressing responsibilities is further
extended, as 60.1% (n = 601) strongly agree, 22.6% (n = 226) agree, and 10.4%
(n = 104) disagree.
The
escapism offered by gaming is highlighted, with 57.4% (n = 574) strongly
agreeing, 23.1% (n = 231) agreeing, and 6.5% (n = 65) disagreeing. The appeal
of adopting alternate identities in virtual environments is also underscored,
as 51.8% (n = 518) strongly agree, 26.2% (n = 262) agree, and 7.0% (n = 70)
disagree. Gaming as an outlet for experiences not possible in real life is
further reinforced, as 51.0% (n = 510) strongly agree, 27.0% (n = 270) agree,
and 6.8% (n = 68) disagree.
The
thrill of taking on different personas in gaming is indicated, with 56.5% (n =
565) strongly agreeing, 23.8% (n = 238) agreeing, and 6.3% (n = 63)
disagreeing. Gaming's emotional impact is further highlighted, as 62.3% (n =
623) strongly agree, 19.9% (n = 199) agree, and 5.8% (n = 58) disagree. The
excitement factor in gaming is also emphasized, with 56.5% (n = 565) strongly
agreeing, 23.8% (n = 238) agreeing, and 11.5% (n = 115) disagreeing.
The adrenaline rush associated with gaming is evident, as 67.7% (n = 677) strongly agree, 20.2% (n = 202) agree, and 2.0% (n = 20) disagree. Gaming's thrilling and suspenseful nature is further underlined, as 62.9% (n = 629) strongly agree, 23.3% (n = 233) agree, and 2.7% (n = 27) disagree, indicating that gaming often keeps players engaged and excited.
Table 2 Opinion of Respondents about Gaming Addiction of PUBG game ( N = 1000)
Gaming Addiction variables |
Categories |
N = 1000 |
% |
Have you considered spending the
entire day playing a game? |
Never |
304 |
30.4% |
Rarely |
157 |
15.7% |
|
Sometimes |
142 |
14.2% |
|
Often |
322 |
32.2% |
|
Very often |
75 |
7.5% |
|
Have you been playing games for
longer periods of time? |
Never |
248 |
24.8% |
Rarely |
167 |
16.7% |
|
Sometimes |
154 |
15.4% |
|
Often |
402 |
40.2% |
|
Very often |
29 |
2.9% |
|
Did you use video games as a way to
escape reality? |
Never |
285 |
28.5% |
Rarely |
144 |
14.4% |
|
Sometimes |
180 |
18.0% |
|
Often |
344 |
34.4% |
|
Very often |
47 |
4.7% |
|
Have there been failed attempts by
others to limit your gaming? |
Never |
270 |
27.0% |
Rarely |
156 |
15.6% |
|
Sometimes |
158 |
15.8% |
|
Often |
389 |
38.9% |
|
Very often |
27 |
2.7% |
|
Did you feel disappointed about not
being able to play? |
Never |
278 |
27.8% |
Rarely |
126 |
12.6% |
|
Sometimes |
178 |
17.8% |
|
Often |
404 |
40.4% |
|
Very often |
14 |
1.4% |
|
Did you ever argue with family or
friends about how much time you spent playing video games? |
Never |
322 |
32.2% |
Rarely |
182 |
18.2% |
|
Sometimes |
209 |
20.9% |
|
Often |
236 |
23.6% |
|
Very often |
51 |
5.1% |
|
Have you given up on important tasks
like work, school, or sports in favor of playing games? |
Never |
277 |
27.7% |
Rarely |
141 |
14.1% |
|
Sometimes |
153 |
15.3% |
|
Often |
380 |
38.0% |
|
Very often |
49 |
4.9% |
Considering the gaming addiction level, the study observed that the majority of respondents reported that they either never or rarely thought about playing games all day long, suggesting that constant preoccupation with gaming is not a widespread issue among the surveyed group. However, a considerable number of participants reported thinking about games often or very often, indicating a significant subset of individuals who may be more addicted or obsessed with gaming. A similar pattern emerges in terms of spending increasing amounts of time on games. A significant portion of respondents reported rarely or never experiencing this, while a notable proportion admitted to doing so often, indicating a potential issue with excessive gaming. The desire to play games to escape from real life is prevalent, with a substantial number of participants reporting doing so often or very often. This suggests that gaming can serve as a form of escapism for many individuals. Attempts by others to reduce game use, such as by family or friends, were reported by a significant proportion of respondents. The frequency of such attempts ranged from rarely to often, indicating that family and friends often intervene to address gaming-related concerns. Feeling bad when unable to play games was less common, with most respondents falling into the "never" or "rarely" categories. However, a small percentage indicated that they often experienced negative emotions when unable to play, which could be a sign of addiction.
Table 3 Cross-tabulation between gaming addiction and gaming disorder
Gaming
Addiction * gaming Disorder Cross-tabulation |
|||||
|
Gaming disorder |
Total |
|||
Low gaming disorder |
High gaming disorder |
||||
Gaming
addiction |
Low
gaming addiction |
N |
311 |
161 |
472 |
% |
31.1% |
16.1% |
47.2% |
||
High
gaming addiction |
N |
202 |
326 |
528 |
|
% |
20.2% |
32.6% |
52.8% |
||
Total |
N |
513 |
487 |
1000 |
|
% |
51.3% |
48.7% |
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 |
|||||
|
Religion level |
Total |
|||
Low religion level |
High religion level |
||||
Gaming
addiction |
Low gaming addiction |
N |
201 |
271 |
472 |
% |
20.1% |
27.1% |
47.2% |
||
High gaming
addiction |
N |
326 |
202 |
528 |
|
% |
32.6% |
20.2% |
52.8% |
||
Total |
N |
527 |
473 |
1000 |
|
% |
52.7% |
47.3% |
100.0% |
The p-value is 0.000, marked with three
asterisks (***) indicating very high statistical significance. The p-value is
crucial because it tells us the probability of obtaining these results by
random chance. In this case, a p-value of 0.000 means that the observed
association between religion level and gaming addiction
H1: It is more likely that players with high
religiosity levels are less addicted to PUBG.
The table presents a cross-tabulation of
gaming addiction and religion level among a total of 1000 respondents,
categorizing them into "low religion level" and "high religion
level." In the first category, "low gaming addiction" and
"low religion level," there were 201 individuals, accounting for
20.1% of the total sample. These individuals exhibit a lower level of both
gaming addiction and religiosity. On the other hand, 271 individuals (27.1% of
the total) fell into the "low gaming addiction" and "high religion
level" category, indicating that they have a lower propensity for gaming
addiction but a higher level of religiosity. Moving on to the second row, there
were 326 individuals (32.6% of the sample) in the "high gaming
addiction" and "low religion level" categories, showing a higher
inclination towards gaming addiction but a lower level of religiosity. In
contrast, 202 individuals (20.2% of the total) were categorized as having both
"high gaming addiction" and "high religion level,"
suggesting that they are more prone to gaming addiction and also have a higher
level of religiosity.
The final row displays the total number of individuals in each category. There were 527 individuals (52.7% of the total sample) in the "low religion level" category, while 473 individuals (47.3% of the total sample) were in the "high religion level" category, giving an overall view of the distribution of religion levels in the entire sample. This table provides valuable insights into the relationship between gaming addiction and religious level. It appears that gaming addiction and religious level are not evenly distributed across the sample, indicating that there may be some association or interaction between these factors. The table shows that respondents with a high level of religion have a low addiction level to gaming PUBG and those respondents who have a high level of gaming PUBG have a low level of religion.
Table 5 Chi-square test of Association between religion level and Gaming addiction of PUBG
Association
between religion level and Gaming addiction of PUBG |
|||
|
Value |
Degree of Freedom |
p-value |
Pearson Chi-Square |
36.694 |
1 |
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 |
|||
|
Value |
Degree of Freedom |
p-value |
Pearson Chi-Square |
13.057 |
4 |
0.011 |
H2: It is more
likely that players who play more PUBG games have a high level of motivation
In the study, motivation
levels are categorized as low, median, and high, and their relationship with
the cultivation effect is explored through three levels: low, medium, and high.
Within the low motivation level, which comprises 2.9% of the total dataset (29
individuals), there are subsets of individuals with low (2.9%), medium (2.0%),
and high (0.7%) cultivation effects. Similarly, the median motivation level
accounts for 5.1% of the dataset (51 individuals), whereas percentages for low,
medium, and high cultivation effects are 5.1%, 2.5%, and 0.8%, respectively.
The high motivation level, the largest group at 20.3% (203 individuals),
includes 20.3% with low cultivation effects, 22.3% with medium cultivation
effects, and a significant 43.4% (434 individuals) with high cultivation
effects. This data underscores the relationship between motivation and the
cultivation effect, revealing a pattern where higher motivation is associated
with a higher likelihood of a high cultivation effect. It's
evident from research of cultivation which explains that viewers' perception of
reality can be influenced by watching television through its various aspects
(Shanahan & Morgan, 1999). Viewers' perceptions are
changed with the procedures of resonance, mainstreaming, and the content of the
programs. The strong point of these methods and effects rests on the number of
hours viewers spend watching television (Gerbner et al., 1986).
Conclusion
In conclusion, our research study provides valuable insights into the reliability of the questionnaire, the demographics of the participants, their religious beliefs, and their motivations and behaviors as gamers. Firstly, the Cronbach alpha of 0.882 demonstrates the good reliability of the study's questionnaire, indicating that it effectively measures the intended variables. Demographically, our study revealed that the majority of participants were young, with an average age of 20 years. There was a significant gender imbalance, with a higher proportion of male participants. Additionally, a large portion of the sample had lower levels of education, and more participants resided in urban areas than rural areas. The majority of participants spent a substantial amount of time playing PUBG, with over 65% playing for more than 4 hours. In the realm of religious beliefs, the data indicated a widespread belief in the positive influence of religion on individual well-being but also revealed nuanced perspectives among respondents. The majority of participants expressed confidence in religion's role in guiding human prosperity and happiness. However, when it came to participation in religious gatherings, satisfaction with what they believed God had given them, and belief in religious principles, there was a varied range of responses, suggesting a moderate consensus among participants. Furthermore, our study provided a comprehensive view of gamers' motivations and behaviors. It highlighted the competitive nature of the gaming community, emotional investment in gaming experiences, the pursuit of excellence, and the significance of progression in gameplay.
References
Cite this article
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APA : Hassan, A., Irtaza, S., & Latif, T. (2024). Gaming Addiction: Investigation of Motivation to Play PUBG Game. Global Mass Communication Review, IX(I), 156-169. https://doi.org/10.31703/gmcr.2024(IX-I).14
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CHICAGO : Hassan, Ali, Sadaf Irtaza, and Tayyaba Latif. 2024. "Gaming Addiction: Investigation of Motivation to Play PUBG Game." Global Mass Communication Review, IX (I): 156-169 doi: 10.31703/gmcr.2024(IX-I).14
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HARVARD : HASSAN, A., IRTAZA, S. & LATIF, T. 2024. Gaming Addiction: Investigation of Motivation to Play PUBG Game. Global Mass Communication Review, IX, 156-169.
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MHRA : Hassan, Ali, Sadaf Irtaza, and Tayyaba Latif. 2024. "Gaming Addiction: Investigation of Motivation to Play PUBG Game." Global Mass Communication Review, IX: 156-169
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MLA : Hassan, Ali, Sadaf Irtaza, and Tayyaba Latif. "Gaming Addiction: Investigation of Motivation to Play PUBG Game." Global Mass Communication Review, IX.I (2024): 156-169 Print.
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OXFORD : Hassan, Ali, Irtaza, Sadaf, and Latif, Tayyaba (2024), "Gaming Addiction: Investigation of Motivation to Play PUBG Game", Global Mass Communication Review, IX (I), 156-169
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TURABIAN : Hassan, Ali, Sadaf Irtaza, and Tayyaba Latif. "Gaming Addiction: Investigation of Motivation to Play PUBG Game." Global Mass Communication Review IX, no. I (2024): 156-169. https://doi.org/10.31703/gmcr.2024(IX-I).14