The Moderating Effect of Playing Hours on the Impact of Video Game Addiction in Causing the Aggressive Behavior of Non-State University Students among Gen Z in Sri Lanka

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dc.contributor.author Fonseka, S.
dc.contributor.author Hathurusinghe, B.
dc.contributor.author Samindika, T.
dc.contributor.author Ramasingha, L.
dc.contributor.author Weerarathna, R.
dc.contributor.author Rathnayake, N.
dc.contributor.author Jayasuriya, N.
dc.date.accessioned 2023-09-26T09:30:35Z
dc.date.available 2023-09-26T09:30:35Z
dc.date.issued 2023-08-16
dc.identifier.isbn 978-624-5553-43-3
dc.identifier.issn
dc.identifier.uri http://ir.lib.ruh.ac.lk/xmlui/handle/iruor/14906
dc.description.abstract This study aimed to determine how the amount of time spent playing video games affects the aggressive behavior of Gen Z students at private universities in Sri Lanka. Public anxiety has been sparked by the negative effects of video game addiction, particularly with reference to violent conduct among the younger generation. Three hundred eighty-two (382) Gen Z students from local private tertiary educational institutions were selected as the target sample from a population of 66,000. The cluster sampling approach was employed as the sampling strategy in accordance with the quantitative research methodology. Three components made up the survey: the demographic component, the video game addiction test, and the section on aggressiveness. The Partial Least Squares method via SmartPLS 4.0.9.0 PLS-SEM was used as the data analysis technique since SmartPLS is an analytical tool that could be used to test the data obtained from PLS-SEM. The coefficient value of 0.953 revealed that playing video games has a significant beneficial impact on aggressive behavior, and the coefficient value of -0.016 showed that the number of playing hours has no moderating effect on this relationship. Therefore, the researchers advise judicious time management of game use and other daily necessities and the early detection of unfavorable attitudes and behavior. This study has implications for the origins, effects, and prevention of students' gaming addiction and resultant aggressive behavior. The researchers recommend that game users manage their game usage time and time spent on other daily essential activities suitably, as well as identify negative attitudes of behavior early. Moreover, the study provides a platform for further studies on related subjects by contributing pioneering results that will enrich the knowledge gap in the local context. en_US
dc.language.iso en en_US
dc.publisher Faculty of Management and Finance, University of Ruhuna, Matara, Sri Lanka en_US
dc.subject Aggressive behavior en_US
dc.subject Gen Z en_US
dc.subject Playing Hours en_US
dc.subject Video Game Addiction en_US
dc.title The Moderating Effect of Playing Hours on the Impact of Video Game Addiction in Causing the Aggressive Behavior of Non-State University Students among Gen Z in Sri Lanka en_US
dc.type Article en_US


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