The Gamers’ Phenomenon among Saudi Young Population as an Active Audience
Date
2024-05-31
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Publisher
University of Leicester
Abstract
This thesis examined the video game phenomenon among Saudi youth, focusing on
behaviours related to the risk of these games by shedding light on several related variables.
Thus, this thesis conducted 5 studies that applied cross-sectional and longitudinal methods.
The participants in all studies were 1,007 Saudi youth between 18-35 years who responded
to online surveys on spending money on in-games, mental health problems, social loneliness,
loneliness, well-being, resilience, personality traits, social support, consideration of future
consequences, alienated family relationships, social interactions and being a famous gamer.
Study 1 developed the Spending Money On In-Game Content (SMOIGC) Scale and showed
the role of SMOIGC in predicting anxiety and depression. Study 2 examined the role of the
desire to be a famous gamer and showed that the desire to be a famous gamer predicted the
consideration of immediate and future consequences. Study 3 examined the roles of wellbeing
and loneliness in the prediction of the length of playing video games. The results
indicated that well-being and social loneliness did not predict the length of playing video
games. Study 4 examined the roles of depression, anxiety, loneliness and resilience in
predicting the length of playing video games during the pandemic lockdown. Resilience at
Time 1 did not significantly predict length of playing video games at Time 2, after controlling
for loneliness, anxiety, depression, length of playing video games, and demographic variables
at Time 1. Finally, study 5 developed the SIUDS to assess gamers’ social interactions and
investigate the roles of family relationships and social support in predicting social
interactions. The results show, for the first time among Saudi youth, how several modern
interactions with video gaming align with several psychological outcomes.
Description
Keywords
Saudi Gamers, Video games, Spending Money on in-game content, Desire for being Famous Gamers, Social Interaction Using Discord, Gamers’ Phenomenon