Virtual reality (VR) games construct an immersive context for the youth’s entertainment and learning. VR game addiction (VAD) occurs simultaneously and brings about psychological issues. The current research employed a maximum likelihood estimation method to construct a structural equation model, by which learners’ VR consumption behaviors were examined. The bootstrapping approach was adopted to explore further the mediation of VR realism (VRR) and the moderation of VR affordance on learners’ VAD, which potentially leads to distressing behavioral and psychological circumstances. Data were collected from 575 students recruited in the survey, which was followed by a test of reliability and validity through confirmative factor analysis. Results concluded that VRR and consumers’ cognitive satisfaction played a significant role as mediators while conceptualizing addictive behavior based on VR-perceived experience of consumers, self-efficacy, and interactivity. Moreover, this study conceptualized addictive behavior toward VR games through a structural equation model in a media-rich environment and suggested practical implications to reduce addictive behavior.
Virtual Reality games create an interactive platform for gaming and education for young people. While some longitudinal study has studied the beneficial effects of VR games on learning, the problematic use of VR games by a significant number of learners has become increasingly serious. The current study investigated the mediating effect of behavioral desire and moderation of cyber aggression on consumers’ VAD, which contributes to behavioral and psychological urge to use VR games. Data are from 367 VR games users collected. Findings suggest that behavioral desire influences addictive behavior in the presence of a positive flow experience. Furthermore, theoretical and practical implications in the context of VR-based games are also discussed in this current research.
In this research study, the author seeks to discover the predecessors of e-government services adoption among the citizen of Pakistan. To study the e-government adoption, researcher integrates extended TAM and theory of planned behaviour. Cross-sectional research technique was used and in total data was collected from 240 citizens of Pakistan. Results depict that facilitating conditions, performance expectancy, effort expectancy positively impact the citizen attitude towards adoption of e-government facilities. As well as, facilitating conditions as a positive impact on society and individual computer self-efficacy which helps in building citizen attitude.Furthermore, the researcher studies the impact of government trust as a moderator to test the relationship between attitude and adoption of e-government services. Results show that government trust dampens down the relationship between attitude and e-government adoption. To the conclude results SEM technique was used using AMOS-21.
The study was design to understand men's attitude and perceptions towards women's education. The study was conducted in District Nankana Sahib, Punjab Pakistan. Through multistage sampling total 90 respondents were selected. An interview schedule was used to collect data, and statistically analyzed. Gamma and chi-square tests were applied. So, it is concluded that people are given preference of their males for attaining education as compare to females and the major reason behind this, males support their parents. A big hurdle faced by the female in the study area was "Distance" because schools are far away from their household. The gamma value shows that aged people, illiterate and low-income respondents preferred male education as compare to female. Therefore, it will be recommended that adult literacy initiatives should be implemented in rural areas. It is important to use the mass media to raise awareness of the advantages of female education and the importance of family.
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