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ROLE OF MENTAL WELL-BEING IN THE RELATIONSHIP WITH PLAYER UNKNOWN'S BATTLE GROUNDS (PUBG) GAME ADDICTION AND LEVEL OF AGGRESSION AMONG UNIVERSITY STUDENTS | EDUCATIONAL RESEARCH AND INNOVATION

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Abstract
Abstract
Background: The present study measured the relationship between PlayerUnknown's Battlegrounds addiction and university student aggression with a focus on mediating effects between player's mental well-being. It is of utmost importance to determine psychological correlations between gaming addiction because it is on the rise and becoming a serious problem.Aims: The aim of this study is to determine how PUBG game addiction affects levels of aggression and whether mental well-being mediates this relationship.Method and Results: Data were gathered from the sample of 300 university students, which comprised both males and females between the ages of 18 to 30 years. They were students belonging to different public and private universities in Pakistan. These subjects were selected using the technique of purposive sampling. The three validated tools adopted in this study are Game Addiction Scale for Adolescents, Buss-Perry Aggression Questionnaire, and the Warwick-Edinburgh Mental Well-being Scale that the gaming addiction is supposed to be measured, and aggression level and mental wellbeing. All of these tools have been put to analysis using statistical analyses such as correlation and mediation analyses of their interrelationship.The correlation between PUBG addiction and aggression levels was positively seen. However, in mediation analysis, the result showed non-significance; that is, mental well-being did not mediate the relationship between PUBG addiction and aggression.Conclusion: These results contribute to the literature about video game addiction and psychological implications; therefore, more targeted intervention is in high demand that could be feasibly implemented to break any gaming addiction at young adult stages. Future studies can include additional factors influencing these relationships and consider using longitudinal designs to better tease out causality.