Digital Gaming Media and Aggression: Exploring the Moderating Effects of Self-Esteem and Moral Identity
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Abstract
Background/Problem: Gaming media exposure has been linked to aggressive behavior, but the roles of self-esteem and moral identity in this relationship are not fully understood. Prior studies largely focus on Western populations, overlooking culturally specific contexts.
Objective/Purpose: This study investigates how moral identity impacts the relationship between gaming media exposure, self-esteem, and aggressive behavior.
Design and Methodology: A quantitative online survey was conducted with 384 participants aged 18-24 years from Klang Valley, Malaysia, an urban region with high internet usage and active gaming communities. Data analysis utilized partial least squares structural equation modeling (PLS-SEM) to examine moderation and path relationships.
Results: Gaming media exposure positively influences aggression (β = .44, p = .00). In contrast, self-esteem (β = -.24, p = .00) and moral identity (β = -.13, p = .00) significantly reduce aggression. However, moral identity did not significantly moderate the relationships between gaming media exposure and aggression (β = -.08, p = 1.39) or self-esteem and aggression (β = -.07, p = 1.19).
Conclusion and Implications: Moral identity plays a critical role in reducing aggression independently but does not buffer the effects of gaming exposure or self-esteem on aggression. Strategies to strengthen moral identity should be prioritized alongside exploring other influences, such as emotional regulation, for managing aggression in culturally specific contexts. These findings contribute to understanding aggression and inform interventions targeting youth in urban gaming communities.
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