Mediating Role of Aggression with the Association of Video Gaming and Mental Health Problems among Adolescents in Pakistan

Authors

  • Abid Ullah Federal Urdu University of Arts Science & Technology, Karachi
  • Sabir Shahzad College of Clinical Psychology, Ziauddin University, Karachi https://orcid.org/0009-0005-5135-775X
  • Shahid Iqbal Federal Urdu University of Arts Science & Technology, Karachi
  • Anum Abrar College of Clinical Psychology, Ziauddin University, Karachi
  • Sarah Arif College of Clinical Psychology, Ziauddin University, Karachi

Keywords:

Video gaming, aggression, mental health, adolescents, depression, anxiety, stress

Abstract

This study explores the mediating role of aggression in the association between video gaming and mental health problems among adolescents in Pakistan. Adolescence is a critical developmental stage characterized by emotional reactivity, impulsivity, and increased vulnerability to behavioral and psychological problems. Excessive video gaming has been associated with aggression and mental health issues; however, limited research has examined the underlying mechanisms linking these variables among Pakistani adolescents. A quantitative, cross-sectional, correlational research design was employed. A total of 400 adolescents aged 12 to 18 years participated in the study, selected through a convenience sampling technique from various schools and community settings. The Gaming Addiction Scale for Adolescents (GASA) was used to assess video gaming behavior, the Buss-Perry Aggression Questionnaire (BPAQ) measured aggression levels, and the Depression Anxiety Stress Scales–21 Items (DASS-21) assessed mental health problems. A mediation analysis was conducted to test whether aggression mediated the relationship between video gaming and mental health problems. Results revealed that video gaming significantly predicted aggression, B = 0.42, SE = 0.07, t (398) = 6.00, p < .001. Aggression, in turn, significantly predicted mental health problems, B = 0.38, SE = 0.09, t (398) = 4.22, p < .001. The direct effect of video gaming on mental health problems remained significant, B = 0.25, SE = 0.08, t (398) = 3.12, p = .002, indicating partial mediation. The bootstrapped indirect effect of video gaming on mental health problems through aggression was also significant, B = 0.16, 95% CI [0.07, 0.27]. The findings suggest that aggression plays a significant mediating role in the link between video gaming and mental health problems among adolescents. Excessive gaming may heighten aggressive tendencies, which in turn exacerbate symptoms of depression, anxiety, and stress. These results underscore the importance of early screening for gaming addiction and aggression, as well as the implementation of school-based counseling, parental monitoring, and mental health interventions to promote healthier gaming habits and psychological well-being among adolescents.

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Published

2026-03-31

How to Cite

Ullah, A., Shahzad, S., Iqbal, S., Abrar, A., & Arif, S. (2026). Mediating Role of Aggression with the Association of Video Gaming and Mental Health Problems among Adolescents in Pakistan. Journal of History and Social Sciences, 17(1). Retrieved from https://jhss-uok.com/index.php/JHSS/article/view/356

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Articles