Problematic Online Gaming and Aggressive Behaviour among Young Adults in Pakistan

There is a growing prevalence of young adults engaging in online gaming for entertainment purposes. However, the literature indicates that excessive or problematic online gaming is associated with aggressive behavior, although such studies are very limited in the context of Pakistan. Therefore, the objective of this study is to address this gap in the literature and provide useful implications for young adults. The study adopted a cross-sectional correlational design and employed a purposive sampling technique. Data were collected from 235 young adults between the ages of 18 and 25, with a minimum educational qualification of intermediate level, all of whom had been playing online games for at least one year. Two questionnaires were used in the study: the Gaming Addiction Scale for Adolescents (21 items) and the Buss and Perry Aggression Questionnaire (29 items) to measure the study variables. The correlational analysis revealed a significant positive association between problematic online gaming and aggressive behavior among young adults. Regression analysis further demonstrated that problematic online gaming has a positive and significant effect on aggressive behavior among young adults in Pakistan. The study concludes by offering practical implications for supporting young adults. These include raising awareness through mental health professionals, psychoeducating young adults about seeking psychological help, encouraging positive parental involvement, and emphasizing the importance of social connectedness to enhance well-being and help them become productive members of society.

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Publication Details

Journal
journal of social sciences review
Published
2025-03-30
DOI
https://doi.org/10.62843/jssr.v5i1.498
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
0.00
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article

Problematic Online Gaming and Aggressive Behaviour among Young Adults in Pakistan

Mashiat Zahra, Saima Batool, Raja B. Khan, Waqas Hassan et al.
journal of social sciences review
Impact of Technology on Adolescents
article

Problematic Online Gaming and Aggressive Behaviour among Young Adults in Pakistan

Mashiat Zahra, Saima Batool, Raja B. Khan, Waqas Hassan, Raeesa Tabassum
article en

Abstract

There is a growing prevalence of young adults engaging in online gaming for entertainment purposes. However, the literature indicates that excessive or problematic online gaming is associated with aggressive behavior, although such studies are very limited in the context of Pakistan. Therefore, the objective of this study is to address this gap in the literature and provide useful implications for young adults. The study adopted a cross-sectional correlational design and employed a purposive sampling technique. Data were collected from 235 young adults between the ages of 18 and 25, with a minimum educational qualification of intermediate level, all of whom had been playing online games for at least one year. Two questionnaires were used in the study: the Gaming Addiction Scale for Adolescents (21 items) and the Buss and Perry Aggression Questionnaire (29 items) to measure the study variables. The correlational analysis revealed a significant positive association between problematic online gaming and aggressive behavior among young adults. Regression analysis further demonstrated that problematic online gaming has a positive and significant effect on aggressive behavior among young adults in Pakistan. The study concludes by offering practical implications for supporting young adults. These include raising awareness through mental health professionals, psychoeducating young adults about seeking psychological help, encouraging positive parental involvement, and emphasizing the importance of social connectedness to enhance well-being and help them become productive members of society.

journal of social sciences reviewVol. 5(1)
Quaid-i-Azam University (PK), Punjab Institute of Cardiology (PK), Greater Manchester Police (GB), Riphah International University (PK), Pakistan Army (PK), University of Manchester (GB), Bahria University (PK)
Openalex Percentile: Top 90%
Impact of Technology on Adolescents
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