ONLINE GAMING ADDICTION, NARCISSISM, AND CYBERBULLYING PERPETRATION AMONG YOUNG PAKISTANI ADULTS: A COMPARATIVE STUDY

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Muhammad Sajjad Shahid
Faraheem Batool
Mujahid Khan
Shah Jahan Ashraf
Saira Jabeen
Aurang Zaib Ashraf Shami
Qurat Ul Ain
Muhammad Adnan Khan

Abstract

Background: Online gaming has become an integral part of youth culture, with both violent and non-violent games exerting psychological effects on players. Research indicates significant associations between gaming addiction, narcissistic traits, and cyberbullying. However, specific comparisons between violent (e.g., PUBG) and non-violent (e.g., online Ludo) game players remain underexplored in Pakistan, where digital gaming continues to grow among young adults. Understanding these behavioral outcomes is essential for informing mental health and cyber-awareness interventions.


Objective: This study aimed to examine and compare levels of online gaming addiction, narcissism, and cyberbullying perpetration between PUBG and online Ludo players among Pakistani young adults.


Methods: A cross-sectional correlational design was adopted. Data were collected from 250 Pakistani college and university students aged 18–30 years through purposive sampling. The Gaming Addiction Scale for Adolescents (GASA), Narcissistic Personality Inventory (Short Form), and the cyberbullying perpetration subscale of the Cyberbullying Perpetration and Victimization Questionnaire were used. Statistical analyses included Pearson product-moment correlation and independent samples t-tests.


Results: The study comprised 126 PUBG players (50.4%) and 124 Ludo players (49.6%), with a mean age of 22.18±1.95 years. A significant positive correlation was found between online gaming addiction and narcissism (r = .18, p < .01), gaming addiction and cyberbullying perpetration (r = .37, p < .01), and narcissism and cyberbullying perpetration (r = .44, p < .01). PUBG players scored significantly higher on narcissism (M = 13.96, SD = 1.81) than Ludo players (M = 12.66, SD = 3.68; t = 3.54, p = .001). No significant mean differences were observed in online gaming addiction (t = .14, p = .88) or cyberbullying perpetration (t = .71, p = .47).


Conclusion: The findings underscore significant psychological implications of online gaming, particularly regarding narcissism in violent game players. These results highlight the need for digital literacy programs and emotional regulation interventions targeting Pakistani youth.

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Author Biographies

Muhammad Sajjad Shahid, Tipu Shaheed School & College, Kabal, Swat, Pakistan.

Student Counselor, Tipu Shaheed School & College, Kabal, Swat, Pakistan.

Faraheem Batool, Fazaia Ruth Pfau Medical College, Karachi, Pakistan.

Fazaia Ruth Pfau Medical College, Karachi, Pakistan.

Mujahid Khan, University of Management and Technology, Lahore, Pakistan.

BS Scholar, School of Professional Psychology, University of Management and Technology, Lahore, Pakistan.

Shah Jahan Ashraf, Government College Women University, Faisalabad, Pakistan.

Research Assistant, Government College Women University, Faisalabad, Pakistan.

Saira Jabeen, Dua Rehabilitation Center, Lahore, Pakistan.

Clinical Psychologist, Dua Rehabilitation Center, Lahore, Pakistan.

Aurang Zaib Ashraf Shami, NLP & Hypnotherapy); Founder/CEO (11 COACHES), Gulberg-III, Lahore, Pakistan.

Internationally Accredited Life Coach; Practitioner (NLP & Hypnotherapy); Founder/CEO (11 COACHES), Gulberg-III, Lahore, Pakistan.

Qurat Ul Ain, The Minds Clinic, Sargodha, Pakistan.

Lecturer, Skills Diversion College, The Minds Clinic, Sargodha, Pakistan.

Muhammad Adnan Khan, The University of Haripur, Pakistan.

Alumni, Department of Psychology, The University of Haripur, Pakistan.