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318737

Video Gaming Habits, Motives, and Its Objective and Perceived Impacts on Psychological Well-Being and Social Relationships Among Egyptian College Students

Article

Last updated: 25 Dec 2024

Subjects

-

Tags

Interdisciplinary Studies in Psychology

Abstract

The aim of the current study was to examine the prevalence of video gaming behavior among college-level students in Egypt. We sought to provide a comprehensive description of video gaming behavior among students, including their gaming habits, motives, perceived impacts on their personal and social lives, and satisfaction with playing video games. Furthermore, we hypothesized that individuals who play video games (VG) would exhibit lower levels of psychological well-being and social relationships compared to those who do not play video games (NVG). Similarly, VG group would report more perceived negative impacts on their psychological and social lives compared to the perceived positive impacts.  We utilized a structured online survey that consisted of a socio-demographic questionnaire, WHOQoL-BREF scale of quality of life, and 24 general questions regarding the playing habits, motives, and video gaming impacts - as perceived by players– on their personal/social lives and their satisfaction. Out of the total sample of 135 students, 56 confirmed that they usually play video games. The findings showed that video gaming was more popular among males (65%) than females (24%). The majority of VG group reported positive video gaming impacts on their personal/psychological lives, while only about a third of them reported negative impacts. Although the majority (61.7%) were dissatisfied with playing video games, only 35% of them tried to quit. Further analyses were conducted to examine the objective impact of video gaming on the VG group psychological and social quality of life. Two multiple regression models tested the impact of gender and groups on psychological well-being/ social relations. Both factors had no significant effects on social relations. In contrast, VG group significantly showed decreased psychological well-being compared to NVG group. Two simple linear regressions (within female/male groups) revealed that only within female group players had significantly lower levels of psychological well-being compared to non-players. Those findings indicate that the objective negative impacts of video gaming on players' psychological well-being, as observed through the WHOQOL-BREF, is more effective within the female group. Across all participants, it contrasts with the players ‘perceptions of the positive impacts of gaming on their personal/psychological lives.

DOI

10.21608/tjhss.2022.318737

Keywords

video gaming, psychological well-being, Social Relations, quality of life

Authors

First Name

Ansam

Last Name

El Shaikh

MiddleName

-

Affiliation

Km 8, Misr Ismailia Desert Road 5th District

Email

ansam.alshaikh@bue.edu.eg

City

-

Orcid

-

First Name

Yosra

Last Name

Abdelsalam

MiddleName

-

Affiliation

Km 8, Misr Ismailia Desert Road 5th District

Email

yousra.abdelsalam@buc.edu.eg

City

Al Shorouk City

Orcid

-

Volume

3

Article Issue

3

Related Issue

35669

Issue Date

2022-07-01

Receive Date

2022-06-10

Publish Date

2022-07-01

Page Start

37

Page End

51

Print ISSN

2636-4239

Online ISSN

2636-4247

Link

https://tjhss.journals.ekb.eg/article_318737.html

Detail API

https://tjhss.journals.ekb.eg/service?article_code=318737

Order

318,737

Type

Original Article

Type Code

1,087

Publication Type

Journal

Publication Title

Transcultural Journal of Humanities and Social Sciences

Publication Link

https://tjhss.journals.ekb.eg/

MainTitle

Video Gaming Habits, Motives, and Its Objective and Perceived Impacts on Psychological Well-Being and Social Relationships Among Egyptian College Students

Details

Type

Article

Created At

25 Dec 2024