Please use this identifier to cite or link to this item: http://hdl.handle.net/123456789/29947
Title: Assessment of Videogame Streaming User group’s Motivations, Opportunities and Dangers among Adolescents in Islamabad City
Authors: Ezzah Tahir Qureshi
Keywords: Public Health
Issue Date: 2023
Publisher: Al-Shifa School of Public Health
Abstract: Background: Live video game streaming is a kind of social media streaming which combines both online gaming and traditional broadcasting, which has become famous in recent years due to advancement in bandwidth of internet and latest web services. Users use the videogame streaming platforms driven by a range of motivations. It is important to characterize the different forms of participation in videogame streaming platforms to evaluate the phenomenon and reflect on its advantages and disadvantages. Objectives: The purpose of the study was to identify user groups, distinguish between different motivations, and address the associated opportunities and dangers. Methodology: a cross sectional study was conducted on school going students who were 13-18 years of age. Questionnaire was developed using two validated tools; Enjoy scale and internet gaming disorder scale short form (IGDS9-SF). Pearson Chi Square test of Independence and multivariate binary logistic regression was used to identify associations and main predictors of motivations, opportunities and dangers. Results: More than half of students (n=176, 55.3%) had low motivation and opportunities of online video game streaming. While majority of students were experiencing high levels of dangers of online videogame streaming (n=256, 80.5%). Multiple regression analysis showed that full model containing all predictors was statistically significant (p = 0.0001) indicating that the model was able to distinguish between respondents who reported high and low levels motivation and opportunities. It was observed that students of 16-18 years of age were nearly two times more prone to experienced dangers as compared to those of 13-15 years of age (p value= 0.031). v Conclusion: It is suggested that awareness needs to be created regarding opportunities and dangers of videogame streaming on adolescents and teenagers. Keywords: Associations, Multivariate Regression Analysis, E-Health, Videogame Streaming, Online Gaming, Opportunities, Dangers.
URI: http://hdl.handle.net/123456789/29947
Appears in Collections:M.Sc

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