Ludo Star Game Addiction, Social Connectedness and Psychological Well-Being in University Students of Lahore, Pakistan

Maryam Bibi, Sobia Bashir, Muhammad Sajjad Shahid, Sara Mukhtar
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Abstract

Background: The increasing prevalence of online gaming among university students has raised concerns about its potential impact on psychological well-being. Ludo Star, a popular mobile game in Pakistan, has been associated with both positive and negative effects on social and mental health. Understanding the relationship between Ludo Star game addiction, social connectedness, and psychological well-being is crucial for developing effective interventions. Objective: This study aimed to investigate the relationship between Ludo Star game addiction and psychological well-being, with social connectedness as a mediator, among university students in Lahore, Pakistan. Methods: A correlational research design was employed, utilizing a non-probability purposive sampling strategy to select 300 university students (157 men, 143 women) aged 18-25 years who regularly played Ludo Star. The Gaming Addiction Scale, Revised Social Connectedness Scale, and Psychological Well-being Scale were used to measure the study variables. Ethical considerations adhered to the Helsinki Declaration, and informed consent was obtained from all participants. Data analysis included descriptive statistics, correlation analysis, mediation analysis, and independent sample t-tests using SPSS version 25. Results: Ludo Star game addiction was positively correlated with social connectedness (r = .15, p < .01) but negatively correlated with psychological well-being (r = -.12, p < .05). Social connectedness was also negatively correlated with psychological well-being (r = -.21, p < .01). Mediation analysis showed that social connectedness significantly mediated the relationship between Ludo Star game addiction and psychological well-being (β = -.08, 95% CI: -.05 to -.007). Independent sample t-tests revealed no significant gender differences in the study variables. Conclusion: The study highlighted the dual-edged nature of Ludo Star game addiction, where increased social connectedness does not translate to better psychological well-being. Interventions should focus on promoting balanced gaming habits and enhancing awareness of the potential psychological risks associated with excessive gaming.
巴基斯坦拉合尔大学生的鲁多明星游戏成瘾、社会联系与心理健康
背景:网络游戏在大学生中越来越普遍,这引起了人们对其对心理健康潜在影响的关注。Ludo Star 是一款在巴基斯坦很流行的手机游戏,它对社交和心理健康既有积极影响,也有消极影响。了解 Ludo Star 游戏成瘾、社会联系和心理健康之间的关系对于制定有效的干预措施至关重要:本研究旨在调查巴基斯坦拉合尔市大学生玩 Ludo Star 游戏成瘾与心理健康之间的关系,并以社会联系作为中介:采用相关研究设计,利用非概率目的性抽样策略,选取了 300 名经常玩 Ludo Star 的 18-25 岁大学生(男性 157 人,女性 143 人)。研究采用游戏成瘾量表、修订版社会联系量表和心理健康量表来测量研究变量。伦理方面的考虑符合《赫尔辛基宣言》,并获得了所有参与者的知情同意。数据分析包括描述性统计、相关性分析、中介分析以及使用 SPSS 25 版本进行的独立样本 t 检验:鲁多星游戏成瘾与社会关联性呈正相关(r = .15,p < .01),但与心理健康呈负相关(r = -.12,p < .05)。社会关联性与心理健康也呈负相关(r = -.21,p < .01)。中介分析表明,社会关联性对 Ludo Star 游戏成瘾与心理健康之间的关系有明显的中介作用(β = -.08,95% CI:-.05 至 -.007)。独立样本 t 检验显示,研究变量中没有明显的性别差异:本研究强调了鲁多星游戏成瘾的双刃性,即社会联系的增加并不意味着心理健康的改善。干预措施应侧重于促进平衡的游戏习惯,并提高对与过度游戏相关的潜在心理风险的认识。
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