Birth order, Video Gaming Behaviour, Aggression Levels, And Leadership Style Amongst Adults
Keywords:
birth order, video gaming, video gaming behaviour, aggression, leadership, adults, indiansAbstract
This study explores the influence of Birth order on video gaming behaviour, aggression levels, and leadership styles among the Gen-Z adults. The study will enable us to know how birth order can influence video gaming behaviour amongst the individuals who actively play video games. This will also help video gaming companies to understand and build their games around the targeted audience and help in understanding their audience better (choice of games played by the participants is also collected). Further e-sports team can use this to choose their in-game leaders (IGL). The primary aim is to understand whether birth order groups- First born, second born, last born, and only child- significantly affects video gaming behaviour in way that is problematic, how aggression is manifested within them , as well as their leadership style which can affect in game leadership as well as their workplace leadership style. The research design adopted in this study is quantitative and comparative and employs purposive sampling to recruit participants who are of the ages 18-28 years old. Data does not yield significant difference between the groups though it does show that middle born and last born show higher gaming engagement than others, with second borns preferring FPS games more than their earlier borns and later borns. Further, Country Club Leadership style showed more aggression than any other leadership style. The finding can offer video gaming industry to develop games and update their games by understanding their current audience, as well as E-sports company to understand how Gen-Z adults differ from younger Gen-Z (teenagers).






