Video games have invaded the lives of children and young people; even it became a necessity in their daily practices. With technological advancements and improvements in graphics and sound quality, video games have been able to attract young people to it. In the recent years, a game called PUBG has appeared and the attraction of young people to it has been significant. It is rare to find a family without a PUBG player, which has had an impact on many aspects of their social, family, and behavioral lives. Therefore, it is necessary to study it scientifically, and the Ordinal Probit regression is considered of the predictive statistical tests that allow researchers to predict the effect of some variables on an ordinal dependent variable. This gives the research significant scientific importance.
Problem of the Research:
This research uses the ordinal logistic regression model to study the impact of PUBG on family cohesion, considering that the family is the first nucleus of the individual and the closest center to him and is the first to be affected by his behaviors. Therefore, it was necessary to study and analyze the effects of PUBG on family cohesion. Thus, the topic of this research is applying the ordinal Probit regression model to study the youth’s addiction to PUBG and its impact on family cohesion.
Importance of the Research:
The importance of this research lies in its ability to identify the effects that result from playing PUBG on family cohesion, and attempting to benefit from its results by predicting the variables that contribute to the impact on family cohesion. This can contribute to the development by using its results in setting developmental plans. The importance of this research also lies in the fact that the results that can be reached may be of practical and scientific benefit, and its recommendations can be utilized in the field of family.
Research Objectives:
- Identifying the most influential factors on family cohesion by using the ordinal Probit regression model and reaching results that can be relied upon to predict family cohesion.
- Knowing whether the independent variables positively contribute to the dependent variable or not.
- Building a statistical model that shows the relationship between youth addiction to PUBG and family cohesion.
Research Hypotheses:
1. The ordinal Probit regression model is the most appropriate statistical method for analyzing the study's data.
2. Some variables related to addicted youth to PUBG (gender, age, education level, social status, occupation, type of device, time of entry into the game, number of hours of play, method of play, motives for use, places of use) affect family cohesion.
Research Community and Sample
The research community is all Libyan citizens, whose number was approximately 6,103,100 (According to the 2015 statistics). Due to the large amount of the community, we used the sampling method and relied on Steven Thompson's equation to evaluate the sample size ratio in the case of a limited community, assuming that the error rate is 5% and the confidence level is 95%. The sample size was 384 individuals, and it was a simple random sample.
Table (1): Research Variables:
Variable
|
Code
|
Categories (Coding)
|
Family cohesion
(The dependent variable)
|
y
|
1 = Weak cohesion 2 = Medium cohesion 3 = Strong cohesion
|
Gender
|
x1
|
1 = Male 2 = Female
|
Age
|
x2
|
1 = From 15 to 22 years 2 = From 23 to 30 years
3 = From 31 to 38 years
|
Education level
|
x3
|
1 = Secondary or lower 2 = University or higher
|
Social status
|
x4
|
1 = Single 2 = Married 3 = Divorced 4 = Widowed
|
Occupation
|
x5
|
1 = Don’t work 2 = Student 3 = Government Employee 4 = Private Business
|
Favorite device to play
|
x6
|
1 = Phone 2 = Computer (Or laptop) 3 = Tablets
|
Time of entry into the game
|
x7
|
1 = Daily 2 = Weekly 3 = Monthly
|
Number of hours of play
|
x8
|
1 = Less than 2 hours 2 = From 2 to less than 5 hours
3 = From 5 to less than 8 hours 4 = From 8 hours or more
|
Method of play
|
x9
|
1 = Playing more than one round continuously
2 = Playing intermittently and taking a break between rounds
|
Motivation for using the game
|
x10
|
1 = Entertainment and leisure 2 = Spending free time
3 = Making new friends 4 = To release anger and frustration 5 = Developing a skill 6 = Developing a talent
|
Places of play
|
x11
|
1 = Home 2 = With friends 3 = At work
4 = All of the above 5 = I don’t have a specific place
|
Table (2): General properties (Frequencies and Proportions) for the research Sample
Percent
|
Frequency
|
Categories
|
Variable
|
65.6%
|
252
|
Male
|
Gender
|
%34.4
|
132
|
Female
|
50.5%
|
194
|
From 15 to 22 years
|
Age
|
34.9%
|
134
|
From 23 to 30 years
|
14.6%
|
56
|
From 31 to 38 years
|
31.0%
|
119
|
Secondary or lower
|
Education level
|
69.0%
|
265
|
University or higher
|
76.3%
|
293
|
Single
|
Social status
|
19.0%
|
73
|
Married
|
2.9%
|
11
|
Divorced
|
1.8%
|
7
|
Widowed
|
10.4%
|
40
|
Don’t work
|
Occupation
|
62.0%
|
238
|
Student
|
14.8%
|
57
|
Government Employee
|
12.8%
|
49
|
Private Business
|
From the table (2) it appeared to us that the number of males in the sample is higher than the number of females, with a percentage of 65.6%. Most of them were in the age group of 15 to 22 years, with a percentage of 50.5%. The educational level of most of them was university or higher, with a percentage of 69%. As for the marital status, the majority of them were single, with a percentage of 76.3%. Regarding occupation, 62% of the sample were students.
Table (3): Data related to the research participants interaction with PUBG
Percent
|
Frequency
|
Categories
|
Variable
|
81.5%
|
313
|
Phone
|
Favorite device to play
|
7.8%
|
30
|
Computer (Or laptop)
|
10.7%
|
41
|
Tablets
|
59.4%
|
228
|
Daily
|
Time of entry into the game
|
26.3%
|
101
|
Weekly
|
14.3%
|
55
|
Monthly
|
35.7%
|
137
|
Less than 2 hours
|
Number of hours of play
|
37.2%
|
143
|
From 2 to less than 5 hours
|
%16.9
|
65
|
From 5 to less than 8 hours
|
10.2%
|
39
|
From 8 hours or more
|
54.7%
|
210
|
Playing more than one round continuously
|
Method of play
|
45.3%
|
174
|
Playing intermittently and taking a break between rounds
|
52.6%
|
202
|
Entertainment and leisure
|
Motivation for using the game
|
22.7%
|
87
|
Spending free time
|
6.3%
|
24
|
Making new friends
|
7.8%
|
30
|
To release anger and frustration
|
4.9%
|
19
|
Developing a skill
|
5.7%
|
22
|
Developing a talent
|
59.4%
|
228
|
Home
|
Places of play
|
8.6%
|
33
|
With friends
|
1.3%
|
5
|
At work
|
8.3%
|
32
|
All of the above
|
22.4%
|
86
|
I don’t have a specific place
|
From the table, it appeared to us that the preferred device for PUBG players is the phone, with a percentage of 81.5%. As for their entry of playing, the highest percentage of the sample, 59.4%, play on a daily basis. The highest percentage of players spend from 2 to less than 5 hours playing, with a percentage of 37.2%. Additionally, 54.7% of them play the game for more than one round continuously. The majority of players, with a percentage of 52.6%, view the motivation behind playing the game as entertainment and leisure. The home is the most common place for playing the game, with a percentage of 59.4% of the sample.
Ordinal Probit regression
The Ordinal regression model was built using the (Probit) method for each variable of the study, considering that the dependent variable is a categorical ordinal variable, as follows:
Table (4): Dependent Variable
family cohesion
|
Internal Value
|
Original Value
|
1
|
Weak family cohesion
|
2
|
Medium family cohesion
|
3
|
Strong family cohesion
|
Results of the Multicollinearity Assumption between Independent Variables
Before initiating the ordinal regression analysis, it is necessary to check for the absence of multicollinearity among the independent variables included in the study, using the variance inflation factor (VIF). The VIF values were as follows:
Table (5): variance inflation factor
VIF
|
Variable
|
|
1.186
|
x1
|
1.
|
1.259
|
x2
|
2.
|
1.177
|
x3
|
3.
|
1.161
|
x4
|
4.
|
1.215
|
x5
|
5.
|
1.089
|
x6
|
6.
|
1.413
|
x7
|
7.
|
1.584
|
x8
|
8.
|
1.175
|
x9
|
9.
|
1.097
|
x10
|
10.
|
1.060
|
x11
|
11.
|
Based on the results, we found that the VIF values range from 1.060 to 1.584, and all of these values are less than 3. This indicates the absence of multicollinearity among the variables.
Test of Parallel Lines
Before interpreting the estimated coefficients of the ordinal regression model, it is necessary to test the assumption of equality of regression coefficients, which is an important performance measure to ensure the quality of the model fit.
Table (6): Test of Parallel Lines
Test of Parallel Linesa
|
Model
|
-2 Log Likelihood
|
Chi-Square
|
df
|
Sig.
|
Null Hypothesis
|
415.945
|
|
|
|
General
|
400.987
|
14.959
|
11
|
0.184
|
The null hypothesis states that the location parameters (slope coefficients) are the same across response categories.
|
a. Link function: Probit.
|
In these data, we observe that the value of (sig = 0.184), which is greater than 0.05. This indicates that the null hypothesis is accepted, meaning that the model is validated. Based on the results of the table, we can use the Ordinal Probit regression.
Model Fitting Information Test
Compares the model in the case of no independent variables (with only the intercept) and in the case of having independent variables. The Model Fitting Information table of the analysis gives the − 2 log likelihood values for the model established without independent variables and that with independent variables as follows:
Table (7): Model Fitting Information
Model Fitting Information
|
Model
|
-2 Log Likelihood
|
Chi-Square
|
df
|
Sig.
|
Intercept Only
|
575.062
|
|
|
|
Final
|
415.945
|
159.117
|
11
|
0.000
|
Link function: Probit.
|
From the previous table, we observe that:
(\({H}_{0}\)): (The model is not significant), meaning that the independent variables do not contribute positively to the dependent variable.
(\({H}_{1}\)): (The model is significant), meaning that the independent variables contribute positively to the dependent variable.
In these data, we observe that the significance value (sig = 0.00) is less than 0.05. This means that we reject the null hypothesis, indicating that the model is significant (i.e., the independent variables contribute positively) both with the constant term and with the independent variables. and this indicates the existence of a relationship between the dependent variable and the independent.
Table (8): Model of Fit Test
Goodness-of-Fit
|
|
Chi-Square
|
df
|
Sig.
|
Pearson
|
657.112
|
633
|
0. 246
|
Deviance
|
397.161
|
633
|
1.000
|
Link function: Probit.
|
(\({H}_{0}\)): Probit model fits the data (the difference is not significant).
(\({H}_{1}\)): Probit model does not fit the data (the difference is significant).
This test relies on the significance value (sig-Deviance). In these data, we observe that the significance value (sig) is greater than 0.05, which means that we accept the null hypothesis. This indicates that the Probit model fits the data, and the difference between the expected and observed values is not significant.
Pseudo R-Square Test
The pseudo-R2 used to assess the degree of fit of the model. It is a statistical model that describes how well the model fits a set of observations, also The pseudo-R2 value aims to measure and assess the power of the relation between the dependent variable and the independent variables. The McFadden، Cox- Snell، and Nagelkerke R2 statistics are the most used pseudo-R2 statistics.
Table (9): Pseudo R-Square
Pseudo R-Square
|
Cox and Snell
|
0.339
|
Nagelkerke
|
0.429
|
McFadden
|
0.264
|
Link function: Probit.
|
The variables included in the model explained about 42.9% using the Nagelkerke R Square coefficient and approximately 33.9% using the Cox & Snell R Square coefficient of the variations in the effect of the dependent variable. This indicates that there is still a proportion of the variations in the dependent variable that can be explained by other variables not included in the model.
Table (10): Expression of the Significances of the Model Parameters
Parameter Estimates
|
|
Estimate
|
Std. Error
|
Wald
|
df
|
Sig.
|
Threshold
|
[y = 1.00]
|
-2.065
|
0.577
|
12.818
|
1
|
0.000
|
[y = 2.00]
|
0.832
|
0.568
|
2.146
|
1
|
0.143
|
Location
|
x1
|
-0.321
|
0.157
|
4.162
|
1
|
0.041
|
x2
|
-0.380
|
0.110
|
12.027
|
1
|
0.001
|
x3
|
0.237
|
0.160
|
2.204
|
1
|
0.138
|
x4
|
0.278
|
0.119
|
5.439
|
1
|
0.020
|
x5
|
0.151
|
0.093
|
2.673
|
1
|
0.102
|
x6
|
-0.213
|
0.110
|
3.747
|
1
|
0.053
|
x7
|
0.156
|
0.111
|
1.978
|
1
|
0.160
|
x8
|
-0.674
|
0.095
|
49.751
|
1
|
0.000
|
x9
|
0.298
|
0.148
|
4.079
|
1
|
0.043
|
x10
|
-0.151
|
0.048
|
9.942
|
1
|
0.002
|
x11
|
-0.006
|
0.041
|
0.024
|
1
|
0.876
|
From the ‘threshold’ table, we can see that the significance of the first interval value has been achieved, while the significance of the second interval value has not been achieved. This indicates that the explanatory variables studied were not clearly specified for the difference in the strength of the effect between the weak impact option and the moderate impact option.
Additionally, the ‘Estimate’ value shows that any respondent who obtains a value of less than − 2.065 has a weak probability of family cohesion, while those with values between − 2.065 and 0.832 have a medium probability of family cohesion. Those with values greater than 0.832 have a strong probability of family cohesion. Looking at the significant variable values in the ‘Estimate’ column, we notice that they range between − 0.151 and 0.278, all falling within the range of medium family cohesion.
Furthermore, we observe that the significance value (sig) of the variables (gender, age, social status, favorite device to play, hours of play, method of play and motivation for using the game) is less than or equal to 0.05. This means that these variables are important in explaining the dependent variable (family cohesion).
However, the significance value (sig) of the variables (educational level, occupation, time of entry into the game, and places of play) is greater than 0.05. This means that these variables are not significant in explaining the dependent variable (family cohesion)
To determine the contribution percentage of each variable, we look at the ‘Wald’ value. We notice that the highest contribution was for hours of play at 49.75%, followed by age at 12.02%, then the motives for play at 9.94%, and then social status, gender, and method of play in descending order.
$${y}^{*}={\widehat{B}}_{1}{x}_{1}+{\widehat{B}}_{2}{x}_{2}+{\widehat{B}}_{3}{x}_{3}+{\widehat{B}}_{4}{x}_{4}+{\widehat{B}}_{5}{x}_{5}+{\widehat{B}}_{6}{x}_{6}+{\widehat{B}}_{7}{x}_{7}+{\widehat{B}}_{8}{x}_{8}+{\widehat{B}}_{9}{x}_{9}+{\widehat{B}}_{10}{x}_{10}+{\widehat{B}}_{11}{x}_{11}$$
$${y}^{*}=-0.321{x}_{1}-0.380{x}_{2}+0.237{x}_{3}+0.278{x}_{4}+0.151{x}_{5}-0.213{x}_{6}+0.156{x}_{7}-0.674{x}_{8}+0.298{x}_{9}-0.151{x}_{10}-0.006{x}_{11}$$