Investigate Video Gaming Behaviour Among Young Adults.
No Thumbnail Available
Date
2022
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
ULSTER UNIVERSITY
Abstract
Introduction/Background: Video games is one of the most common types of entertainment today, particularly amongst young adults aged 18-34. Video games are not a new phenomenon. They began in the early 70s, and have been spread quickly among each new generation, as it is considered to be generally more engaging than television shows. Video game become important, and the amount spend on gaming is increasing even through and after the quarantine policies that aims to contain COVID-19, although concerns about promoting video gaming have been raised. Aim: An Examination of Video Gaming Behaviour among Saudi Young Adults aged 18-24 years using the Theory of Planned Behaviour. Methodology: This study was adapted a cross-sectional quantitative design. Sample of young adults aged 18-24 in Saudi Arabia. Participants has been contacted via a Google form which has been disseminated within gamer's platforms, social groups, and social media. Sample of young adults in Saudi Arabia aged 18-24. Participants has been invited to complete the survey, consisting of two sections. The first section assesses the participant's sociodemographic data. The second section comprises of the Gaming Addiction Scale (GAS). Results: the sample consisted of 75% males and 21.7% females. However, half of the sample suggest that they play video games 3-5 hours per day, were 20% suggest that they play for 6 hours or more per day. Furthermore, the majority of the participants dramatically increased their time during Covid 19 restrictions were 33.3% and 32.8% increased to a great extent and quite a lot respectively. The results suggest that subjective norms did not impact on video gaming behaviour. Moreover, the results indicate that young adults in Saudi have a perception that they have control in their gaming behaviour, while the findings suggest that their behaviour slightly tends toward addictive gaming behaviour.
Description
Keywords
health promotion, video game, young adults, gaming behaviour