The Effects of Online Game: A study on Online Game Addiction among UNISEL’s Shah Alam Campus Students

September 12, 2017 | Author: Zulfadli Bin Yusmar | Category: Survey Methodology, Video Games, Adolescence, Questionnaire, Behaviorism
Share Embed Donate


Short Description

As the world nowadays is developing with advanced technology, the old school thing was forgotten by the new generation. ...

Description

Running Head: The Effects of Online Game: A study on Online Game Addiction among UNISEL’s Shah Alam Campus Students.

The Effects of Online Game: A study on Online Game Addiction among UNISEL’s Shah Alam Campus Students Muhammad Hafiz Abdul Hadi (3122010011) Zulfadli Yusmar (3122000331) Zulkarnaen Zainal Abidin (3122005561) Dini Fadhli Najimuddin (3122000201) Shamsul Naim Jefri (3122010731) Diploma of Communication and Media Universiti Selangor (UNISEL) Shah Alam

TABLE OF CONTENT 1.0

INTRODUCTION 1.1

Background

1-2

1.2

Significance of Study

3

1.3

Problem Statement

3

Research Question

4

Scope of Study

4

2.0

THEORETICAL APPROACH

4-5

3.0

LITERATURE RIVIEW

5-9

4.0

METHODOLOGY

5.0

6.0

4.1

Research Method That Will Be Used To Acquire Data

9

4.2

Technique Used to Obtain Data And Analyzed The Data

9-10

FINDINGS 5.1

Demography

10-13

5.2

Experience Playing Online Video Game

14-18

5.3

Health Issue

18-21

5.4

Emotional Reaction During Playing Online Video Game

21-26

5.5

Reality and Relationship

27-31

5.6

Commitment

31-33

OBSERVATION 6.1 Respondent 1

33-35

6.2 Respondent 2

35-37

6.3 Respondent 3

37-39

6.4 Respondent 4

39-40

6.5 Respondent 5

40-41

7.0

CONCLUSION

41-47

8.0

RECOMMENDATION

47-49

9.0

REFERENCE

50-51

ABSTRACT As the world nowadays is developing with advanced technology, the old school thing was forgotten by the new generation. There are several improper habits and behavior with this development which the researcher finds in a study on online game towards the doer. The study is to show how even an online video game can effects someone through various aspect. Its purpose is to explore and identify online game addiction among UNISEL’s Shah Alam Campus Students. The aspects explored are the experience and commitment to playing online video game, the gamers health issues, the inconsistent emotional reaction during playing online video games and reality versus fantasy realization that is shown due to reduction of social interaction which eventually affect the gamers relationship with others. Nevertheless, playing online video games is one of the common activities that people do for their leisure times. Online video games can be defined as the technology that allow player to play a games as a party. Most of the online video games that we have today are using internet as their platform. There are so many types of genre for online video games. For example of the genre are strategy, action, adventure, simulation, sport, and role-playing. This type of genre has different concept with one objective, to created fun towards their player regardless of their ages. In order to study this matter, the researcher had conduct two methods which are based on questionnaire and observation in terms of their demographic, experience, health, emotional reaction, surrounding relationship, and their commitment in life. The finding will help others to reduce their addiction towards the online game and become a normal person. It also can be used to find the problem occurring among online video game addiction and possibly creating a solution to overcome this phenomenon whilst discovering new outcomes.

The Effects of Online Game | 1 Effects of Online Game: A study on Online Game Addiction among UNISEL’s Shah Alam Campus Students 1.0 INTRODUCTION 1.1 BACKGROUND Oxford dictionary (2014) defined effect as a change that is a result or consequence of an action or other cause while Cambridge dictionary (2014) defined effect as the result of a particular influence. The definition of addiction according to the Oxford dictionary (2014) is the fact or condition of being addicted to a particular substance or activity. Other definition defined addiction as the state of being enslaved to a habit or practice or to something that is psychologically or physically habit-forming, as narcotics, to such an extent that its cessation causes severe trauma. Online video game is defined as a video game played over some form of computer network. This network is usually the internet or equivalent technology, but games have always used whatever technology was current for example modems before the Internet, and hard wired terminals before modems. Online gaming is also a technology rather than a genre that it is a mechanism for connecting players together rather than a particular pattern of gameplay. 1 In this new era of technology, online gaming has become more popular among teenager as it can be played whether on smartphone, tablet or computer. As it become accessible almost anywhere at any time, all range of age are now possible to be addicted into playing online video game which at the end of the day they become less care about themselves, their performance at school or workplace and their social life. In addition to that, player can also now access their game progress anywhere they went as most of the online gaming nowadays enable player to store and save their data on cloud storage. Several types of online gaming are massively multiplayer online games (MMOGs) and massively multiplayer online role-playing game (MMORPGs) which involves millions player playing the game at the same time. Online game are now also come in many genre such as action, adventure, simulator and many more. Some of the online gaming that are popular 1 Rollings, Andrew; Adams, Ernest (2006). Fundamentals of Game Design. http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html Prentice Hall. Retrieved September 12, 2014.

The Effects of Online Game | 2 among teenagers nowadays is Dota, Clash of Clan and Hay Day. The total of daily active player in Dota 2 is 800, 000 concurrent users 2 and almost 8.5 million users have registered in Clash of Clan and also Hay Day combined. 3 There are actually several cases involve a teen die while playing online game in China and as a result their government has built a facility where parent can send their children to overcome online gaming addiction.

4

Some claimed that playing online gaming is one way to release stress and fill your free time. While some said that too much game can affect one's mind and attitude. For example, people who play games are constantly feeling tired. When someone is more likely to spend more time in playing online game, some of them may end up with being addicted to it. Friends and surrounding environment plays a big part in influencing us towards playing online game as the city with better internet connection and easy access to computer will make it easier for the people to gain the access to online game. In addition to that, some of the games developers today try to gain profit by create a system where the players must use their real money to help them doing mission, gain specialty and advantage in these games. In London recently, there was cases reported where the mother of a 12-year-old boy is facing a £7,000 or RM36, 666 bills after he inadvertently spent the money playing a popular online game on his phone.

5

In Malaysia,

more and more people are now lead to spend money in online gaming as they can get debit card easier and some of the young player tend to steal their parent money using their credit card.

The independent variable for this research is the age of the respondent, the gender, the course they are taking and also the university they study. The age of the respondent is set from the age of 18 until 24 years old. The resplendent will be those who are from Faculty of Communication and Media, Universiti Selangor. The dependent variable in this research 2 Hing, David (June 2, 2014). "DOTA 2 prize pool passes $8m". http://www.bittech.net/news/gaming/2014/06/02/dota-2-prize-pool-passes-8m/1 Bit-tech. Retrieved on September 10, 2014. 3 Warner, Bernhard (May 2, 2013). "Finland's Supercell mobile games with megaprofits". http://www.businessweek.com/articles/2013-05-02/finlands-supercell-mobile-games-with-megaprofits Bloomberg Businessweek. Retrieved on September 10, 2014. 4 Stewart, Christopher S. (13 January 2010). "Obsessed with the Internet: A Tale from China". Wired Magazine. 5 Dean Rousewell (August 29, 2014). “Boy runs up £7,000 bill for his mum playing mobile phone game Clash of Clans”. http://www.mirror.co.uk/news/technology-science/technology/boy-runs-up-7000-bill4131364#ixzz3D4uGnu6Z Daily Mirror. Retrieved on September 12, 2014.

The Effects of Online Game | 3 will be the environment that the respondent live by, their level of education, their financial status and the time they spend on playing online video game. 1.2 SIGNIFICANCE OF STUDY There is several significance from the research that have been conducted which is to overcome all the problem that arise among the gamers from becoming more worst in the future; •

To control the attitude and behavior of the online gamers.



To avoid them from influence.



To make them be more responsible in their life.



To improve their social interaction in surrounding.



To reduce their obsession towards the online games.



To improve their healthy lifestyle.

1.3 PROBLEM STATEMENT The internet is now possible to be accessed in throughout the world and it has opens up a whole other world, the world that most of us spend hours and hours browsing whether weekly or daily. Using internet, it gives us access to network that provide faster services such as email, chat rooms, webs and also playing video game is now possible via online. From the rapid growth of internet connection, there are some of the problem that exists and some of them are: •

It became a phenomenon in our surrounding which people nowadays are too focusing with their gadget playing online games rather than chatting with others.



It can be neither men nor female students can be affected with the existence of online video game.



With the advance technology nowadays, people are getting easy to do anything such as playing video game via online.



To recognize the potential online video game addiction symptoms among the students based on the data collected from the study.



Online gaming is popular among teenager now days and people often get addicted when playing online video game.

The Effects of Online Game | 4 1.4 RESEARCH QUESTION Based from the observation, the effect of online gaming will be the core of the researchers’ research. The researchers would like to monitor the behavior of the respondent which is the students of Universiti Selangor (UNISEL) Shah Alam. For example, how often do they play online games and how is their sleeping pattern and to find out whether is there any way that their health condition could be affected by playing online video game. Their relationship with family and friends is another thing to could look at. Are they communicating between one another? Just what drove them to online gaming and the financial they put into it. When choosing a game, are they certain factors to look at and the platform to use when online gaming. These will our guide in the research. 1.5 SCOPE OF STUDY The scope of this study will include addiction and effect of online game. The study will be conducted through a specific time of October 2014 – November 2014. The targeted respondents of this research are the university’s student from the age of 18 to 24 years old. The respondents of this research are specifically student that only play online game. They are the students of Diploma and Degree in Shah Alam Campus. 2.0 THEORETICAL APPROACH There are many theories that can be related with this research. One of the theories that can be used to help us on learning the behaviour of students in UNISEL Shah Alam towards online video game is behavioural change theories which used to explain why the humans’ behaviours change. These theories claimed that personal, behavioural characteristics and environmental as the main factors in behavioural determination. The interest of these theories has been increased in the application in daily life such as in the areas of health, education, criminology, energy and international development. This theory is important in this research to prove whether people change their behaviour is because of their environment, their education level or other factor? This theory is also expected to explain the effect of online video games had towards the life of the students in UNISEL Shah Alam. John B. Watson (1913) said that behaviours can be measured, trained, and changed. Behaviourism, also known as behavioural psychology, is a theory of learning based upon the idea that all behaviours are acquired through conditioning. Conditioning occurs through interaction with the environment. Behaviourists believe that our responses to environmental

The Effects of Online Game | 5 stimuli shape our behaviours. The researcher can relate this phenomenon with the respondent background such as from where they come from whether from rural area or from urban area. This is important in this research because the researcher want to find out whether respondents environment will affect their behaviour toward online game. 3.0 LITERITURE REVIEW Some of us may make a statement that addiction of playing video game is one of the modern- day psychological disorders and some of us are disagree with that statement. Based on the research done by the America Psychiatrist Association (APA) in May 2003 conclude that addiction of playing video game is not mental disorder due to the insufficient evidence to include it as an official mental disorder. However, proposed criteria for "Internet Gaming Disorder" are included in Section 3, Conditions for Further Study. While Internet Gaming Disorder is proposed as a disorder, it is still discussed how much this disorder is caused by the gaming activity itself, or whether it is to some extent an effect of other disorders. Research suggests that excessive online gaming may in extreme cases lead to symptoms commonly experienced by substance addicts, namely salience, mood modification, craving, and tolerance (Wolfling, Grusser and Thalemann, 2008; Young, 2009; Hsu, Wen and Wu, 2009; Ko et al., 2009; Mehroof and Griffiths, 2010) Based on the study done by Chin-Sheng Wan, M.S. and Wen-Bin Chiou (2006), 6 majority of their respondent that is teenagers in Taiwan showed strong interests in roleplaying of online game, in which they often do things that they dare not to do in real life. This is believed due to the fact that in an anonymous environment, online game players tend to use their nickname rather than their real. In their paper, they also conclude that those who are addicted to the Internet might attempt to escape from the limitations brought by real life in order to obtain the space for survival and security. In addition to that, their research also indicates that online gaming brings an anonymous environment with lower public self-awareness, and allows players to stop concentrating on the self- consciousness in order to prevent becoming overly- worried about what other people would judge the way they act in front of others. At the conscious level addicted players might seek self- presentation in an anonymous, relaxing, and secure space, 6 Chin-Sheng Wan, M.S. , Wen-Bin Chiou. Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan. Cyber Psychology & Behavior. Volume 9, Number 6, 2006. Mary Ann Liebert, Inc.

The Effects of Online Game | 6 but unconsciously, they might actually have an unsatisfied need for self-presentation due to their poor self-image in real life. In research done to understand the Generations Online in 2009 by Sydney Jones and Susannah Fox (2009) 7, they explained that generation Y is a young adults generally 18- 32 years old who grew up in the Information Age and they also be dubbed as the ‘Net Generation’. But, while these “digital natives” may be savvier with their gadgets and more keen on new uses of technology, their elders in Generation X, the Baby Boomers and older generations tend to dominate internet use in other areas. In their research they claimed that the most groups of age to use the internet for entertainment and for communicating with friends and family is the teens and generation Y. They are more likely to seek entertainment through online videos, online games and many more. These groups of age are also more likely than older users to read other people’s blogs and to write their own, as they like to use social networking sites and to create profiles on those sites. Younger internet users are often to use personal blogs to update friends on their lives, and they use social networking sites to keep track of and communicate with friends. From the survey they make, they conclude that teen internet users’ favorite online activity is game playing which is 78% of 12- 17 year old internet users play games online, compared with 73% of online teens who email, the second most popular activity for this age group. Online teens are also significantly more likely to play games than any other generation, including Generation Y, only half (50%) of whom play online games. This research shows that most of the internet user nowadays spends their time online with playing online video game. In other study done by Eun Joo Kim, Kee Namkoong, Taeyun Ku and Se Joo Kim 8

(2008) , they want to investigate the connection between online game addiction and selfcontrol, aggression and narcissistic personality traits, which are known as the psychological characteristics linked to “at-risk” populations for online game addiction. They find out that 7 J. Sydney, F. Susannah. Generations Online in 2009. Pew Internet & American Life Project. 2009. Pew Research Center. 8 Eun Joo Kim, Kee Namkoong, Taeyun Ku, Se Joo Kim. The Relationship between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits. European Psychiatry - April 2008 (Vol. 23, Issue 3, Pages 212-218

The Effects of Online Game | 7 that aggression and narcissistic personality traits are positively correlated with online game addiction, whereas self-control is negatively correlated with online game addiction. In addition, a multiple regression analysis revealed that the extent of online game addiction could be predicted based on the person's narcissistic personality traits, aggression, selfcontrol, interpersonal relationship, and occupation. However, only 20% of the variance in behavioral consequences was explained with the model. Based on their study, they suggest that certain psychological characteristics such as aggression, self-control, and narcissistic personality traits may predispose some individuals to become addicted to online games. This result will deepen our understanding of the “at-risk” population for online game addiction and provide basic information that can contribute to developing a prevention program for people who are addicted to online games. Dongseong Choi and Jinwoo Kim in 2004 propose that theoretical model using the concepts of customer loyalty, flow, personal interaction and social interaction to explain why people continue to play online network games 9 . The study then conducts a large-scale survey to validate the model. Finally, it analyzes current online games to identify design features that are closely related to the theoretical concepts. The results indicate that people continue to play online games if they have optimal experiences while playing the games. This optimal experience can be attained if the player has effective personal interaction with the system or pleasant social interactions with other people connected to the Internet. Personal interaction can be facilitated by providing appropriate goals, operators and feedback; social interaction can be facilitated through appropriate communication places and tools. This paper ends with the implications of applying the study results to other domains such as e-commerce and cyber communities. Some researchers claim that teenagers choose online gaming as a way or method to cope with daily problem and stress 10. Online gaming can also become a dysfunctional mediafocused coping strategy (Thalemann, 2009). It is reported that this is similar to how 9 Dongseong Choi, Jinwoo Kim (2004). Why People Continue To Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents. Cyber Psychology & Behavior. Volume 7, Number 1, 2004. Mary Ann Liebert, Inc. 10 Kuss, D. J., & Griffiths, M. D. (2012). Online Gaming Addiction In Children And Adolescents: A Review Of Empirical Research. Journal of Behavioral Addictions, 1(1), 3-22.

The Effects of Online Game | 8 teenagers react towards frustration and stresses (Wölfling, Thalemann, & Grüsser, 2008). For example, problematic gamers will indeed show off emotions like anger, depression and frustration. But it’s not all bad, problematic gamers can show positive emotions depending on the outcome of the game. This seems particularly problematic because those teenagers who play online games excessively are likely to develop a healthy lifestyle because they are constantly playing online games instead of occupying themselves with school, friends and family. Therefore, their psychosocial development may be significantly impaired. The consistent blocking out of and passive coping with stressful experiences is a strategy that may be successful in the short-term. However, from a long-term perspective, it may not work quite as well and could have deadly consequences. In this case, it appears more likely that once new stressors appear, teenagers continue to use escapist and media-focused coping mechanisms. In United Kingdom, the research done by David Rudd (2011)

11

stated that the

addiction in playing online game is believed to drive someone to extreme circumstances so much so that from some evidence demonstrated parents tend to believe that their child is in a position where their health and future is a worry. While the health could be an issue due to lack of exercise but failing to adhere to education and lack of future job prospects has no strong solid evidence to indicate this is a true thus have no findings about the matter. Other than that, social networking sites like Facebook have a good history of allowing young people to gain information and access to various other educational idea’s and games that have some underlying educational traits that may or may not be meant to be viewed like that but me personally to use a game like Farmville to give any sort of educational foothold for a young person would not be of importance as could we honestly say that what you could give to a young person in that time wouldn’t be better spent giving them a proper foundation for understanding. Using World of Warcraft (WoW) as an example, David Rudd said that WoW is designed to gives a very vast gaming experience but at the same time making sure the gamer has continuous content to take part in to keep the gamer played their game. Lastly, from the aspect social of the

11 R. David. (2011) An Investigation Into The Effects Of Online Gaming On Young People And Children. Multiplayer Online Games Design. Staffordshire University

The Effects of Online Game | 9 game, it is a very addictive part of the game with being able to always find a “guild” that is of similar strength, ability and direction as the young person themselves so thus will keep the player coming back to even chat to virtual friends within the game.

Based on the literature review that has been done, this paper will find out what is the attitude of UNISEL’s student had towards online game and to investigate the reason why they play online game. It is hypothesized that those who are spend more time playing online video game will be addicted and affect their lifestyle. 4.0 METHODOLGY 4.1 RESEARCH METHOD THAT WILL BE USED TO ACQUIRE DATA As this research purpose is to understand the behavior and attitude of the students in UNISEL Shah Alam towards online game, the researcher have decided to use qualitative research method to collect and analyze the data received. According to the Qualitative Research Consultants Association (QRCA) website, qualitative research is designed to reveal the respondent’s range of behavior and the perceptions that drive it with reference to specific topics or issues. Thus by using qualitative research method, the researcher wanted to find out the attitude and behavior of the students who are playing online video game. The reason why the researcher not using quantitative research method is because this research is not to find out how many but to know what, why and how the phenomena occur. 4.2 TECHNIQUE USED TO OBTAIN DATA Questionnaire containing questions about the respondent demography, experience in playing online video game and several other aspects are being asked in order to achieve the goal of this research. The data collected will be primarily for those who are playing online video game only as this research is to find out the effect of online video game in students daily life. As the population sample for the whole population in UNISEL Shah Alam, a total of 40 students of UNISEL Shah Alam will be picked randomly by the researcher to answer the questionnaire. A total of 40 questionnaires will be distributed from November 6, 2014 until November 13, 2014. The research instrument that will be used by the researcher is survey paper or questionnaire and also observation. The researcher chooses survey paper than online survey due to the fact that people may be more likely to fill in paper surveys than online surveys. The data collection is estimated to be done on October 30, 2014.

The Effects of Online Game | 10 The data that the researchers obtained will be analyzed on November 14, 2014 until November 26, 2014. The researcher will be using Microsoft Excel to process the data and the finding will be presented and explained in percentage, charts and also table. The researcher will be also explaining the findings from the observations that have been done. 5.0 FINDINGS On November 6, 2014 until November 13, 2014, located in UNISEL Shah Alam campus area, the researcher has distributed a total of 40 questionnaires to 40 respondents. The respondent was picked anonymously and they were asked to answer all the question in the questionnaire that was gave to them. Out of 40 respondents, 6 of them are admitted that they never played an online video game. Thus the researchers only choose to use the data collected from 34 respondents. 5.1 DEMOGRAHPY

Gender GENDER Male Female

38%

Male

21

Female

13

62%

The pic chart above showed the gender of the respondent that the researcher received. Total of 62% or 21 of the respondent are male while 38% or 13 of them is female.

Age 0%

44% 56%

18-20 years old 21-24 years old

AGE 18 – 20 years old

19

21 – 24 years old

15

>25 years old

0

The Effects of Online Game | 11 Among 34 of the respondents, 15 (44%) of them are in the age of 21 – 24 years old while none of them are above 25 years old. Majority of the respondent are from the age range of 18 – 20 years old.

Academic Level ACADEMIC LEVEL

15%

Diploma Degree

Diploma

29

Degree

5

85%

From the data received, majority of the respondent which is 29 or 85% of them are the students in Diploma level. The remaining 5 or 15% of them are students in degree level.

Faculty 0% 6% FCM

21%

FOB FAD 73%

FBHS

FACULTY FCM

25

FOB

7

FAD

2

FBHS

0

There was a total of 4 faculties in Universiti Selangor (UNISEL) Shah Alam which is Faculty of Communication and Media (FCM), Faculty of Business (FOB), Faculty of Art and Design (FAD) and lastly Faculty of Biomedical and Health Sciences (FBHS). Among 34 of the respondent, none of them are from Faculty of Biomedical and Health Sciences (FBHS) while only 2 (6%) of the respondent are from Faculty of Art and Design (FAD). A total of 25 (73%) of the respondent are from Faculty of Communication and Media (FCM). The remaining 7 (21%) of the respondent are from Faculty of Business (FOB).

The Effects of Online Game | 12

Gadget Owned 13%

GADGET OWNED 36%

Computer

Computer

23

Handphone

Hand phone

32

Tablet

Tablet

8

51%

The questionnaire also asked the respondent to choose which gadgets that they owned and they are allow to choose more than one gadget. As a result, most of the respondent which is 32 or 51% of them owned a hand phone followed by computer which owned by 23 or 36% of the respondent. Only 8 or 13% of the respondent owned a tablet.

Owned Debit/ Credit Card

OWNED DEBIT/

38%

Yes No 62%

CREDIT CARD Yes

21

No

13

As shown of the pie chart above, 62% or 21 of our respondent owned a debit or credit card while only 13 or 38% of them doesn’t have debit or credit card. This is an important question to study on how the advance of banking technology nowadays helped the students on spending their money in online gaming or not. The researcher asked this question to the respondent in question number 17 in the questionnaire.

The Effects of Online Game | 13

Have Internet Access at Home 9% Yes

HAVE INTERNET

No

ACCESS AT HOME

91%

Yes

31

No

3

The researcher also asked the respondent in the questionnaire whether they have access to the internet at home or not and most of respondent which is 31 or 91% of them answered yes while the remaining 3 or 9% of them answered no.

Age Exposed to the Internet 3% 3%

AGE EXPOSED TO THE INTERNET

41% 53%

1-5 years old

1

1-5 years old

6-12 years old

18

6-12 years old

13-20 years old

14

13-20 years old

>21 years old

1

>21 years old

The last question in the questionnaire that was asked by the researcher to the respondent are the age when they was exposed to the internet. There was 1 (3%) of the respondent answered between the age of 1-5 years old and another 1 (3%) of the respondent answered they were exposed to the internet when their age is above 21 years old. A total of 18 (53%) answered between the age of 6-12 years old and 14 (41%) of them answered the age between 13-20 years old.

The Effects of Online Game | 14 5.2 EXPERIENCE PLAYING ONLINE VIDEO GAME There are several parts in the question that have been asked by the researcher and one of it is the experience of the gamers about the online game. The first question on this part is to get know whether the respondents are playing video games or not.

Do you play online video game? 0%

Do you play online video game? Yes

Yes

34

No

0

No

100%

Based on chart above, the feedback that the researcher get back from the respondents are positively they play online video game which is totally 100% or 34 of the respondent.

Do you like to play online video game? 0%

Do you like to play Yes No

online video game? Yes

34

No

0

100%

Continue with how many of them are get into the video game, the researcher asked whether they like to play online game or not. This is because have some that play online video game but not really like it. In this research, the researcher get 100% or 34 of them were answering yes.

The Effects of Online Game | 15

How many days per week you spend on online video game?

How many days per week you spend on online video game?

15% 38%

38%

6 - 7 days

6 – 7 days

13

4 - 5 days

4 – 5 days

3

2 - 3 days

2 – 3 days

13

1 day

5

1 days 9%

To study the addiction of the respondents with online video game, the researcher had asked them about how many days they spent per week on online video game. A total of 13 (38%) of the respondent choose 6-7 days per week and the same amount of respondent which is 13 (38%) of the respondent answered 2-3. Only 3 (9%) and 5 (15%) of the respondent answered 4-5 days followed by 1 days respectively.

How many hours per day you spend on online video game?

12%

68%

you spend on online

0%

20%

How many hours per day video game?

19 - 24 hour

19-24 hour

4

13 - 18 hour

13-18 hour

0

7 - 12 hour

7-12 hour

7

1 - 6 hour

1-6 hour

23

The other questions asked by the researcher are how many hours the respondent spent their time on online game and the highest answer are 1-6 hours per day which is 23 respondent equal to 68%. Second highest is 7 or 20% of respondent that are playing online video game for 7-12 hours per day follow by 4 or 12% of them playing within 19-24 hours per day while none of them are playing for 13-18 hours.

The Effects of Online Game | 16

What gadget do you use to play online video game? What gadget do you use to play online video game?

12% 35%

53%

Computer

18

Handphone

Hand phone

27

Tablet

Tablet

6

Computer

Other than that, the researcher also would like to know what gadget they used to play online game and there are 3 options for the respondent to choose which they can answer more than one of the option. From the answer given, the highest vote of gadget use by the respondent are hand phone which is 27 answer or 53%. The researcher believes that hand phone are the easier gadget for them to play the online game and for sure majority of students nowadays have their own hand phone. Another two gadgets are computer and tablet which a few used is tablet with 6 answer or 12% while 18 answer or 35% are using computer.

How many online video games you normally play?

How many online video games you normally play?

6% 0%

1-2 game

21

3-4 game

11

5 - 6 game

5-6 game

2

More than 7

More than 7

0

1 - 2 game 3 - 4 game

32% 62%

Besides that, the researcher also asked about how many online games that the respondents play currently. Majority of the respondents are play 1-2 game which are 21 answer or 62% following the smallest answer 5-6 game got 2 or 6% and more than 7 games are 0. The rest are 3-4 game which is 11 answer or 32% of them.

The Effects of Online Game | 17

When do you normally play online video game?

When do you normally play online video game?

8% 31%

Morning

17%

Afternoon Night Midnight

44%

Morning

5

Afternoon

11

Night

29

Midnight

20

The researcher also asked when the respondents playing the on online video game that have four option which are morning, afternoon, night and midnight. This is to survey when is the most time they spent to playing online video game. From the feedback that researcher receives, the times answered by the respondents are night which is 29 or 44% following by midnight with 20 answer or 31%. In the afternoon, there are only 11 answer or 17% while in the morning just 5 or 8% of them.

Do you prefer playing games alone or with friends? Do you prefer playing games alone or with friends?

41% 59%

Alone

Alone

20

Friend

Friend

14

As shown in the pie chart above, it is two type of the gamers either they would like to play alone or with their friends. From the answer given by the respondent, majority of them prefer to playing alone rather than playing with their friends. The quantity of the respondent that prefer playing online is about 20 or 59% while playing with friends only 14 or 41% of them.

The Effects of Online Game | 18

Do you pay a subscription on online video game? Do you pay a subscription on online video game?

9% Yes No

Yes

3

No

31

91%

Finally, the last question in this part is asking whether the respondent pay a subscription on online video game or not and majority of the respondents answer no which is 31 answer or 91% of them. The number of answer yes in only 3 or 9% of them which make the researcher conclude that might be the respondent is a students and don’t have enough money to do so. 5.3 HEALTH ISSUE In this part, the question is about health issue. It is to survey whether the gamers are practice a healthy lifestyle or not.

Do you ever stay up just to play online video game?

Do you ever stay up just to play online video game?

Yes

35%

No

Yes

22

No

12

65%

From the pie chart above, the researcher was asking whether the respondent ever stay up just to play online video game or not and surprisingly the answer yes is majority which is 22 answer or 65% of them. This show one of unhealthy lifestyle that is not good to our life. The amount of no’s in this question is 12 or 35% of the respondent.

The Effects of Online Game | 19

Do you hold off going to the toilet when you are playing online video game?

Do you hold off going to the toilet when you are playing online video game?

Yes

41%

No

Yes

20

No

14

59%

Other than that, the researcher also asked them whether they hold off going to the toilet or not when they are playing game. There are 20 or 59% of them are answer yes following with answer no is about 14 or 41% of them. This is also not good for our health which may harm our urinary bladder system.

Do you ever skip meals just to finish your online game? Do you ever skip meals just to finish your online game? 44% 56%

Yes No

Yes

15

No

19

Besides that, the researcher also asked them about their meals taken. Have some of the gamers will skip their meals just to concentrate with their game or will finish their game before take a meals. This is also one of the unhealthy habits that will make our body feel tired because lack of energy from foods. From the answer given, 19 or 56% of them answered no while 15 or 44% of them answered yes. Although the answer yes is less than no, it’s still a big amount of number that we need to take seriously.

The Effects of Online Game | 20

Do you feel dizzy while playing online video game?

Do you feel dizzy while playing online video game?

26% Yes

Yes

9

No

25

No 74%

Lastly before a narrative question in this part, the researcher would like to know whether the respondents feel dizzy or not while playing the online video game. The result shows the respondents that answer no is about 25 or 74% while answer yes is only 9 or 26% of them. Thus, this shows that the dizzy problem no needs to be worry because less of them feel that during playing game.

What do you feel when you lose in the online video game? What do you feel when you lose in the online 32%

Positive Response Negative Response

video game? Positive Response

3

Negative Response

31

68%

For this question, the researcher has collect variety of data from the 34 respondents. Hence, the researcher has divided the data into 2 classes. There are Positive (+) and Negative (-) group.

The Effects of Online Game | 21 The first group which is negative group are consist of any answer that described the respondent as sad, frustrated, depressed, emotional nor angry until they become more aggressive. From the data that has been collected, the researcher find out that most of the respondent, which is totally 23 people did not happy when they lose the game. When they losing, the respondent tend to do something bad such as scold or beat people around them. The second group which is positive groups has totally 11 of respondents. These respondents stated that they didn’t feel any sort of negative feeling such as angry or stress if they lose in the online games. Otherwise, the respondent claimed that they don’t really mind to start over because they enjoy and having fun playing these online games. 5.4 EMOTIONAL REACTION DURING PLAYING ONLINE VIDEO GAME

I feel frustrated when I cannot play video games

15%

I feel frustrated when I

15%

cannot play video games Strongly Agree

Strongly Agree

5

Neutral

Neutral

24

Strongly Disagree

Strongly Disagree

5

70%

From the data that has been collected by the researcher, most of the respondents which are totally 24 (70%) choose to be neutral when been asked whether they feel frustrated when the respondent cannot play the video games. Meanwhile the other 10 (30%) of the respondents, give a balance data which is 5 (15%) of them feel frustrated and the other 5 (15%) claimed that they didn’t feel frustrated if they cannot play the video games.

The Effects of Online Game | 22

I feel that I adjust my life more to video games. 6%

I feel that I adjust my life more to video games.

38% 56%

Strongly Agree

Strongly Agree

2

Neutral

Neutral

19

Strongly Disagree

Strongly Disagree

13

The researcher tries to find out whether the respondents that participate in this questionnaire

adjust their life more to video games. For this question, the researcher has

made an expectation that the most of the respondent adjust their life more to video games. However after the researcher collect the data, 13 (38%) of the respondent disagree that they adjust their life more to video games. Just 2 (6%) of the respondents claimed that they play the video games too much until they adjust their life more to video games. The remaining of the respondent which is 19 (56%) chooses to stay neutral after been asked.

If the data on the game is lost, I will restart and play the game from beginning

If the data on the game is lost, I will restart and play

18%

26%

the game from beginning Strongly Agree Neutral Strongly Disagree

56%

Strongly Agree

9

Neutral

19

Strongly Disagree

6

The next question that has been asked by the researcher is did the respondent willing to play the games from the beginning if the game’s data lost or deleted. About 9 (26%) of the respondents are willing to start over playing the games from the beginning if the game’s data was corrupted. Meanwhile 6 (18%) of the respondents choose to not play back the games if their data was lost. This is happened because of few reasons. One of the reasons is they all too lazy and frustrated to start over and play the games after make a progression through the game. They may try to find and play another game. The remaining 19 (56%) of the respondents choose neutral for this question.

The Effects of Online Game | 23

I am easily get addicted with video games. I am easily get addicted 24%

23%

Strongly Agree

with video games.

Neutral

Strongly Agree

8

Strongly Disagree

Neutral

18

Strongly Disagree

8

53%

The researcher asked another question to the respondent whether they all easily get addicted to video games. After the data has been collected, 8 (23%) of the respondents agree that they easily get addicted with video games especially if the games are fun to play. However, another 8 (24%) of the respondent claimed that they not really easily get addicted with video games. They only play certain types or genre of video games. Meanwhile 18 (53%) choose to stay neutral.

Other people are easily get addicted with video games. 3%

Other people are easily get addicted with video

26%

Strongly Agree Neutral

71%

Strongly Disagree

games. Strongly Agree

9

Neutral

24

Strongly Disagree

1

After the researcher asked about the respondent themselves whether they easily get addicted with video games, the researcher want to know from the respondent did other people are easily get addicted with video games as they do. 9 (26%) of the respondent agree that other people may easily addicted with the video games as the respondent do. The chance to become addicted with video games will be higher if the other people know and enjoy playing the games. Only 1 (3%) of the respondent did not agree about other people are easily get addicted with video games. Meanwhile 24 (71%) of the respondents choose neutral as their answer.

The Effects of Online Game | 24

Players in general are at risk of being addicted to online gaming. 3%

Players in general are at risk of being addicted to

21%

online gaming. Strongly Agree Neutral Strongly Disagree

76%

Strongly Agree

7

Neutral

26

Strongly Disagree

1

Next, the researcher has asked about player in general are at risk of being addicted to online gaming to the respondent. After the data has been collected, the researcher has find out that 7 (21%) of the respondent strongly agree that anyone play video games are generally at risk of being addicted to online gaming. Just like previous question, only 1 (3%) of the respondents didn’t think that player in general are at risk of being addicted to online gaming. Another 26 (76%) of the respondents choose neutral for this question.

I have friends that I regard to be addicted to gaming.

to be addicted to gaming.

6% Strongly Agree 41%

I have friends that I regard

53%

Neutral Strongly Disagree

Strongly Agree

18

Neutral

14

Strongly Disagree

2

People can release their tension in many ways. One of the ways is playing games. However there are negative thing about playing online game. It can give an effect to player’s physical, productivity, health, money and social relation. Hence, the researcher asked whether the respondent have friends that they regard to be addicted to gaming. From the question, 18 (53%) of the respondent claimed that they have friends that they regard to be addicted to gaming. Only 2 (6%) of the respondent didn’t agree and denied that they have friends that they regard to be addicted to gaming and another 14 (53%) choose neutral as their answer.

The Effects of Online Game | 25

If I have a lot of friends playing a particular online game, I will have a greater tendency to play that game.

If I have a lot of friends playing a particular online game, I will have a greater tendency to play that game.

6% 44%

Strongly Agree Neutral Strongly Disagree

50%

Strongly Agree

15

Neutral

17

Strongly Disagree

2

The researcher asked to the respondent whether they may try to play a particular online game if there are a lot people or friends play those games. After the data has been collected, the researcher find out that 15 (44%) of the respondents agreed that they has a greater tendency to play a particular online games if there are a lot people playing those games. For them, it will be more fun if the respondent can play games with their friends. Only 2 (6%) of the respondent disagree about this. At the same times, 17 (50%) of the respondent choose to be neutral in this scenario.

The advertisers' sales pitches (seller’s presentation of the game) attract me to play the game in the first place.

The advertisers' sales pitches (seller’s presentation of the game) attract me to

15%

15%

play the game in the Strongly Agree

first place.

Neutral

Strongly Agree

5

Strongly Disagree

Neutral

24

Strongly Disagree

5

70%

There are so many types of advertisement with different presentation that has been created by the advertisers’ sales pitches in order to get an attention from the players. Some

The Effects of Online Game | 26 of them show a video how enjoyable and challenging the games can be. Besides that, they also will try to encourage the players to play their games by using high quality of graphic for their games. So, for this times the researcher asked the respondents is the presentation of the games itself can attract the respondent to play the games. Based on the data has been collected, 5 (15%) of the respondents agree that this things is one of the reason for them to play a particular games. The catchier the presentation, then there lot of the respondent may try to play these games. However, 5 (15%) of the respondent claimed that the presentation of the game itself will not affect them to play it. Another 24 (70%) of the respondent choose neutral for their answer. I keep on playing online games just to wait for an expansion (add-on to the original game). I keep on playing online games just to wait for an 15%

18%

expansion (add-on to the Strongly Agree

original game).

Neutral

Strongly Agree

6

Strongly Disagree

Neutral

23

Strongly Disagree

5

67%

About 6 (18%) of the respondents claimed that they just keep on playing online games because they are waiting for an expansion pack from the previous games that they played. This can be happened especially when the games is great and suitable toward the respondents. Another 5 (15%) of the respondent strongly disagree when they been asked whether they keep on playing online games just to wait for an expansion. Meanwhile 23 (67%) of the respondents keep neutral for this question.

The Effects of Online Game | 27 5.5 REALITY AND RELATIONSHIP

I prefer playing online video games rather than hanging out with my family during weekend. 3% 18%

video games rather than hanging out with my family during weekend.

Strongly Agree

9%

Agree 35%

35%

I prefer playing online

Neutral Disagree Strongly Disagree

Strongly Agree

1

Agree

3

Neutral

12

Disagree

12

Strongly Disagree

6

About 1 (3%) and 3 (9%) of the respondent agree that they prefer playing online video games rather than hanging out with their family during weekend. There is an equal number on how many of the respondents disagree and how many of the respondents choose neutral about the statement that they prefer playing online video games rather than spending quality time with their family. Both are tied at 12 or 35% each. While the remaining 6 (18%) strongly disagree.

I prefer playing online video games rather than hanging out with my friends during weekend. 0% 21%

video games rather than hanging

out with my

friends during weekend. 18%

Strongly Agree Agree Neutral

29%

I prefer playing online

32%

Disagree Strongly Disagree

Strongly Agree

0

Agree

6

Neutral

11

Disagree

10

Strongly Disagree

7

A total of 11 or 32% of the respondent choose neutral about statement they more prefer spending more time on online video games rather than hanging out with their friends because some play online video games with their friends during the weekends. In a way,

The Effects of Online Game | 28 they are hanging out via internet. Also, a good amount of the respondents which is about 10 (29%) disagree with this and prefer hanging out with their friends.

During free time, I

During free time, I rather play online video games than socializing with other people.

rather

play

video

games

online

socializing 12%

9%

9%

23%

with

Strongly Agree

other people.

Agree

Strongly Agree

3

Neutral

Agree

8

Disagree

Neutral

16

Disagree

3

Strongly Disagree

4

Strongly Disagree

47%

than

From the data received, 16 of the respondents (47%) say it’s neutral when it comes to playing online video games than socializing people. A total of 8 (23%) and 3 (9%) of the respondents agree with this while the remaining 3 (9%) and 4 (12) are against this one.

When I am with my friends or my family, I will focus more on online video games rather than socializing.

26%

or my family, I will focus more on online video

3% 21%

When I am with my friends

games rather than 15%

35%

Strongly Agree

socializing.

Agree

Strongly Agree

1

Neutral

Agree

5

Disagree

Neutral

12

Strongly Disagree

Disagree

9

Strongly Disagree

7

When with family or friends, 12 or 35% of the respondent claimed that they will an focus both on online video games and socializing. A total of 9 (26%) and 7 (21%) of the

The Effects of Online Game | 29 respondent disagree, saying they would rather socialize. A small portion of 1 (3%) of the respondent strongly agree that they will focus on games.

I play online video games while walking in the street. 0%

I play online video games while walking in the street.

15%

18%

Strongly Agree Agree Neutral 32%

35%

Disagree Strongly Disagree

Strongly Agree

0

Agree

5

Neutral

11

Disagree

12

Strongly Disagree

6

Playing online video games while walking in the street is very dangerous and majority of the respondents which is 12 (35%) and 6 (18%) of the respondent are against playing online video game while walking while 11 (32%) of the respondent choose neutral about this statement and only 5 (15%) agree.

Sometimes I forgot or late replying the text message that I get due to online video games.

replying the text message that I get due to online

3% 9%

Sometimes I forgot or late

video games. 24%

Strongly Agree Agree Neutral

35%

Disagree 29%

Strongly Disagree

Strongly Agree

8

Agree

10

Neutral

12

Disagree

3

Strongly Disagree

1

A total of 12 or 35% of the respondent choose neutral when being asked about the statement that they sometime forgot or late replying the text message that they get due to

The Effects of Online Game | 30 playing online video game. A total combination of 4 or 11% of the respondent choose disagree and strongly disagree about this statement while 10 or 29% and 8 or 24% of them choose agree and strongly disagree respectively.

I feel annoyed when someone disturbs me when I am playing online video games.

I feel annoyed when someone disturbs me when I am playing online

0% 3%

video games. 30%

29%

Strongly Agree Agree Neutral Disagree Strongly Disagree

38%

Strongly Agree

10

Agree

13

Neutral

10

Disagree

0

Strongly Disagree

1

A total of 13 (38%) and 10 (30%) of the respondent felt that they get annoyed when someone disturbs them while they are playing online video games. They prefer to give their full attention the game and not to be disturbed. With another 10 (30%) strongly agree with them. Only 1 (3%) say that it won’t bother them.

I get angry when someone disturbs me during playing online video game.

I get angry when someone disturbs me during playing

3% 3%

online video game. 30% 29%

Strongly Agree Agree Neutral Disagree

35%

Strongly Disagree

Strongly Agree

10

Agree

12

Neutral

10

Disagree

1

Strongly Disagree

1

The Effects of Online Game | 31 Similar like the previous chart, 12 (35%) and 10 (30%) of the respondents will get angry when someone disturbs them when they playing online video game. A total of 10 (29%) of the respondent choose neutral about this statement and only a total of 2 (6%) of the respondent combined choose disagree with this statement. 5.6 COMMITMENT

Playing online games make me feel relax compared to other activities. Playing online games make

0% 15%

me feel relax compared to

12% Strongly Agree

32% 41%

other activities.

Agree

Strongly Agree

4

Neutral

Agree

11

Disagree

Neutral

14

Strongly Disagree

Disagree

5

Strongly Disagree

0

A total of 11 (32%) and 4 (12%) of the respondent are agreed to the statement that they play online video games to feel relax while 5 (15%) disagree with the statement. The remaining 14 (41%) of the respondent choose neutral about this statement.

I fantasize on being the character of the online video games that I’m playing.

I fantasize on being the character of the online video games that I’m

12% 6%

Strongly Agree 23%

18%

Agree Neutral Disagree Strongly Disagree

41%

playing. Strongly Agree

2

Agree

8

Neutral

14

Disagree

6

Strongly Disagree

4

The Effects of Online Game | 32

A total of 14 (41%) of the respondent choose neutral about the statement that they have or had fantasize on being the character of the online video games that they played. A total of 10 (29%) of the respondent combined choose to agree with the statement while the remaining 10 (30%) of the respondent choose disagree and strongly disagree.

I do some research and study about the online video games that I played to win the game.

I do some research and study about the online video games that I played

12%

15%

Strongly Agree

Strongly Agree

5

Agree

9

Disagree

Neutral

10

Strongly Disagree

Disagree

6

Strongly Disagree

4

Agree

18% 26% 29%

to win the game.

Neutral

A total of 5 (15%) and 9 (26%) of the respondents agreed that they did some research and study the online video games that they play in order to win the game while 6 (18%) and 4 (12%) of the respondent choose disagree with the statement. The remaining 10 (29%) of the respondent choose neutral.

I invite my friends to play the online video games that I played.

I invite my friends to play the online video

9%

18%

12%

games that I played. Strongly Agree Agree Neutral

29%

32%

Disagree Strongly Disagree

Strongly Agree

6

Agree

11

Neutral

10

Disagree

4

Strongly Disagree

3

The Effects of Online Game | 33

A total of 10 or 29% of the respondent choose neutral with the statement that they invite their friends to play the online video game that they played while another 11 (32%) and 6 (18%) of the respondent choose agree with this statement. The remaining 4 (12%) and 3 (9%) of the respondent choose disagree.

I often talk about online video games with someone close to me.

I often talk about online video games with someone close to me.

9% 12%

26%

12% 41%

Strongly Agree

Strongly Agree

9

Agree

Agree

4

Neutral

Neutral

14

Disagree

4

Strongly Disagree

3

Disagree Strongly Disagree

When being asked about their opinion on the statement that they often talk about online video game with someone they close, a total of 13 or 38% of the respondent choose agree and strongly agree with the statement while only a total of 7 or 21% of the respondent choose strongly disagree and disagree. The remaining 14 or 41% of the respondent choose neutral with the statement. 6.0 OBSERVATION In order to understand more on how online video game affect the students of UNISEL Shah Alam, the researcher have done several observation. A total of 4 anonymously respondent were chosen by the researchers and the respondents were not aware that they were being observed to help the researchers obtain unbiased result. The researchers chooses their respondents randomly and they approach the respondents to become friends so that the researchers will be able obtain a more data later. 6.1 RESPONDENT 1 The first respondent was a male, 20 years old and a student of Diploma of Communication and Media. In order to observe the respondent frequently, the researcher has chosen the

The Effects of Online Game | 34 respondent from the same class with the researcher. The respondent owned a computer and also hand phone and most of time, the respondent will always bring his hand phone when hanging out. The duration of the observation is in 15 days and each day the researcher spend 4 hour to observe the respondent. During 60 hour of observation, the respondent was seen playing online video game majority of the time especially during free time at the café. The respondent is more likely to play online video game in his hand phone rather than his computer due to the fact that hand phone is more easy to carry around nowadays. In most of the classes, the respondent was seen playing online video game in his hand phone although there is a lecturer teaching in the class. The attention of the student when in the class is mostly disrupted by the online video game that the respondent played on his hand phone. When having a lunch at the university café, the respondent more likely spend most of his time playing online video game after finishing his food rather than talking or chatting with his friend. Not only the respondent, the researcher also seen almost all the students in the café using their hand phone rather than socializing with others. This suggests that students nowadays become more anti-social as they more prefer using their hand phone than socializing with each other. It is a common that every class that was held in the morning, the respondent will be coming late to the class and the respondent will tell the lecturer that he is overslept when being asked by the lecturer. When it come to the assignment or task that need to be done by the respondent, the respondent will always late submitting it to the lecturer. In order to know why this happen, the researcher has interviewed one of the respondent housemate that was also a friend to the respondent. After interviewing the respondent housemate, the researcher found out that the respondent usually plays online video game in his hand phone until mid-night. The respondent also actively play online video game in his computer and according to the respondent housemate, respondent always go to sleep only when it around 5.00 o'clock in the morning until 8.00 o'clock in the morning. The researcher also found out that the respondent spend most of his time inside the house playing online video game rather than hang out together with his housemate. This show that by spending most of his time playing

The Effects of Online Game | 35 online video game and ignoring his housemate, it has turns him to anti-social and thus damages their relationship slowly. Respondent also always skipping class due to the reason he is having migraines and it is not surprising to the researcher as according to the study, someone who plays video games for long hour is easier to get migraines because of the intense concentration required and the strain put on the eyes. Other than migraines, respondent was also reported complaining about back pain. This condition is known as musculoskeletal symptoms. A study involving musculoskeletal symptoms and the use of computers among adolescents Finland confirmed the association between musculoskeletal symptoms and the use of computers. This study claims that the use of a computer every day for 2 hours or more to increase the risk for pain at the site of the most anatomy such as back pain. 12 Other than that, the researcher also able to observe on how the respondents react when he is losing in the online video game that he played. The respondent sometime was seen angry and scolding his teammate which is also his classmate when he is playing online video game with his friends. When someone disturb or calling his name while he is playing online video game, the respondent will either get angry or ignore the people that call him. Overall, the researcher conclude that online video game has effect the life of the respondent based on his relationship with others, his mental state, his healthy and also disrupting his attention when in classes. 6.2 RESPONDENT 2 From 1 September – 31 October, the researchers has made an observation to study and understand more about impact of online video games. The respondent that has been chosen is 1 of the Unisel’s student. The researcher use Covert Observational methods in this research, because by use this methods they can see their respondent’s behavior or action naturally from a distance. The observation process usually started from evening until night. The respondent that has been chosen was 23 years old. He was Bachelor student from faculty Business Management of Unisel. He was from Arau, Perlis. He plays several

12

Hakala PT, Saarni LA, Punamäki RL, Wallenius MA, Nygård CH, Rimpelä AH (March 2012). "Musculoskeletal symptoms and computer use among Finnish adolescents--pain intensity and inconvenience to everyday life: a cross-sectional study". BMC Musculoskelet Disord 13 (41): 41

The Effects of Online Game | 36 types of online video game such as Clash of Clan, Fun Run, and Candy Crush. These games can be easily downloaded by using smartphone, tablet and many more. In this observation, the respondent use laptop and smartphone as his platform to play online video games. Majority of online video games nowadays requires internet to allow people plays together. Besides that, most of the creator gain profits by create a system where player spend their money to buy something that will give an advantaged in the games. Playing online video games can be costly. The respondent must pay for internet and of course electricity bill. From a research, people that play online video games frequently and spend more than 4 hours per day may have a health problem. From this observation, the respondent has several health issues. One of the health issues are the respondent usually have a headache especially at the morning due to lack of sleeps. He also can’t focus very well during classes. This may effects his performance and exam result. The respondent also has an eyes strain because they keep staring the screen at the same distance point for a long period. The respondent’s vision may become blurry. Another health issues that occur toward respondent is backaches. This problem happened when the respondent seat at same position for hours, and because the lack of movement, their body become stiffness. The respondent also has the same problem for his neck or wrist. The respondent playing games engrossed until forget to having meal at the right times. He also usually chose junk food as the main food while playing games. All these junk food are not healthy for the body. The respondent also may have obesity and low level of stamina. The respondent usually will not doing any physical exercise activity such as jogging to keep their body healthy. The respondent will spend his free time by playing video games rather than doing outdoor activity. The respondent also has a problem to wake up early at the morning because his inconsistent sleep pattern. The respondent looks tired and sleepy especially at the morning. Video games can affect the respondent behavior, action and emotion. From this observation, the respondent behavior and emotion is not consistent. From this research, the respondent become more rough and aggressive when they lose the games. Sometimes, he

The Effects of Online Game | 37 slam the smartphone as the way to release anger. There are another things that change when the respondent lose the games. He will tend to speak louder and rude towards others. From this observation, the respondent becomes more violent after playing fighting games. This is happened because the respondent The respondent social interaction with people around him also change when he play the online video games. From what the researcher has observed, the respondent didn’t really give any attention toward others people while he playing the games. While respondent’s friends having a chat with each other, the respondent just not showing any interest toward them. The respondent also usually will try to avoid any conversation with people around by remain silent. The respondent also usually becomes talk less when he was gathering with his family member. This is because there is no interesting topic that the respondent talks about. However from what the researcher has observed, the respondent may like join the conversations that were related with the video games. The respondent seems happy and love talking about the games. Lastly, the researcher conclude that playing online video games can give an impact towards person’s physical, psychology and his social interaction with other people. 6.3 RESPONDENT 3 Based on the observation that had been done by the researcher, the respondent that had been observe is a male, at age 20 and study in Diploma of Art and Design. To make the observation process run smoothly, the researcher had choose the respondent among his friends which often hang out together and visit their house. At the first step, the researcher find that the respondent are more with his hand phone in any situation which can be seen clearly by everyone who nearly or close with the respondent. This observation is held about a week which the researcher will hangout and visit the respondent house frequently. After a several question had been asked and being seen by the researcher itself, it’s clearly show that the respondent are very addicted to the online game and that is why it’s hard to see the respondent without his hand phone. During the researcher hangout at the respondent house, the respondent seems very concentrate and focus on playing the online game with his hand phone without care who is coming and what is happening in his house.

The Effects of Online Game | 38 The online games make the respondent become anti-social and did not care what happening in his surrounding if there is no one notifies him. This situation are not happen in the house only, the researcher found out that it’s also happen during they hang out at the mamak stall to have a dinner. The respondent are more prefer to playing online game rather than talk with his friends. Besides, the respondent also seems give priority to the games more than his meals although it is already served in front him. Plus, these habits are not only happening in that time because in a week of observation, the researcher saw that it frequently happen during others situation such as lunch and breakfast. Other than that, the researcher found that the respondent had a difficulty to answer and replying a phone call or messages come in to his hand phone. From the observation that had been done, the researcher always caught that the respondent will ignore the incoming call if he playing game on the hand phone and he always forget to reply the message receive. The worst part is when the respondent is too emotional when he failed or lost the mission in the online game. It is very obvious when suddenly the respondent scream, said a harsh word or hit anything near him. Even sometimes the respondent will mad at his friends who disturbing him during he playing the online video game. However, the respondent are not like this when he got an assessment to do or in the class. This are confirmed by the respondent friends who in a same class with him. They said that the respondent will focus and give a commitment in class or doing his assignment. Although it’s hard to believe, it is the respondent behavior in class according to his friends that had been questioned by the researcher. However, the researcher found out that the respondent are always come late to class, might be because of this he give a commitment in class to calm the lecturer because of his late coming. Besides that, the researcher believe that the late coming problem occur because of the respondent always stay up until late night because of the online video game. From the questioned that had been asked to his housemate, they said that the respondent always sleep at late night especially if there is no class on the next day.

The Effects of Online Game | 39 All in all, the researcher found that mostly of the respondent acting and doing are totally different with a normal people. In this matter, the researcher would like to conclude that addicted to the online video game will change someone behavior, attitude and lifestyle. 6.4 RESPONDENT 4 From the researcher’s point of view, there are many characteristics that shows the person is addicted to online video game. For this research, the researchers choose to do an observation on a 19 year old male student from UNISEL Shah Alam. He is currently undertaking Diploma in Communication and Media. It took the researcher about a week to complete this observation. The respondent was very attached to one particular game; Clash Of Clans. It is a combat strategic game in which players can build and defend their village from the likes of others. What makes this game so popular is that it's one of the top grossing applications in the world and download is free which is now available in IOS and Android platform. It can also be played through your computer and laptop using the application Blue stacks but majority will play on their smartphone because it's convenient and can be played at any given time. Because it can be played through the smartphone, the respondent will spend more time focusing on the game. He spends so much time on the game that he ignores his health. For example, he will play the game until mid-night and sleep around 4.00 o'clock in the morning. He constantly awake at night resulting in him having headaches and eyes strain. Not to mention being sleepy during classes. He skipped his meal because he is more invested to the game. He will choose junk food over a proper meal because they are easier to digest. When hanging out with his friends, he tends to distance himself because he all he can talk about is his online video games. He prefers playing online video games through his phone rather than socializing with other people which making the respondent an anti-social person. Furthermore, the researcher caught him literally ignoring all the text messages and calls from his friends. The researcher stated that the worst side of his respondent came across when he losses a battle in the game. He'll get so angry and frustrated and he started to blame all of

The Effects of Online Game | 40 his teammates and might even get aggressive to whoever that tries to calm him down. His emotions went over the charts because he could not accept the fact that he lost a game which makes him a danger not only to himself but to anyone around him as well. 6.5 RESPONDENT 5 The researchers respondent is an online gamers that are willingly used their money to satisfied their feeling in order to win in the games. What we have seen is that the respondent is a hyperactive type of guy that loves to makes jokes and mostly been called as class clown. What we can see is that the respondent is a very creative person and always see thing more colorfully then a normal person see. The way of their thinking is more complicated than the way of normal people think. They can see things more than average person can. They pattern of gamers mind is they always think outside of the box making them smarter than average person. Some respondent also confess that they think they are smart but the laziness makes them become dumber than other people. Some of the respondent became so vicious when they are focusing on the games. They put all of their concentration in their games making it something important for them to win in the games; some of them became aggressive when they lose in the game. They will tend not to be disturbed while they are focusing in the game. Some of the respondent has a lot of health issues in them. Example when they tend to play to much game until they are lack of sleep making them ignored about their health care ignore their hygiene sometime they attend to someplace without taking a bath. The respondent will became so aggressive when they are playing games some of the respondent confess that they also did a lot of things to make their victory in gaming is assured the respondent also will rise up their focus level when playing online games to them winning the games is so important that they can’t afford to lose. Some respondent said that they feel like demolishing their opponent if their opponent is right beside them Surprisingly the respondent is usually happy all day long. 85% of the respondent is a very happy go lucky guy. They are usually popular and known by some people because of their passion in gaming. Some of the respondent friend says that they like being with them because they like to makes jokes. Some respondent says that their relationship with friend

The Effects of Online Game | 41 are normal like average people they did not have any enemies in real world. They often have enemy in their gaming world but not in the real world. Some of them even gotten in an serious relationship. But the respondent confesses if their mate cannot accept their passion toward gaming they will eliminated their mate if they have to. They need a person that can understand them and encourage them because some of them think that gaming can lose money or gain money if you use it as medium to generate some income. The respondents are talented in electronic device such as software and hardware because gaming needs a very powerful system to operate. Therefore gamers need to know what kind of device they will use for gaming. 7.0 CONCLUSION In the era of modern technologies now, have a great gadget is a dream for every student, especially students at the university. The research data shows that the entire respondent has at least one gadget whether cell phone, tablet or computer. All three gadgets mentioned have access to online video game that either paid or free. For students in today’s world, to have a debit or credit card is a crucial in order to deal with their financial matter with promptly and quickly. However, waste such as buying an advantage in an online game for example gems, expansion or other advantages is not recommended. In addition to that, there is also a minority of students who do not have credit or debit card. From the research also, the researcher found out that there is minority of the students that don’t have internet connection at their house. By using internet, students can also contact their friends anytime at anywhere. Online gaming is becoming more interesting as the player can invite and play the online game together with their friend although they are not in the same room. As the technology become more advanced day by day, the Internet more accessible to a variety of age groups. No doubt that there are many children nowadays have to know what it is internet and how to use it. Based on the research, the majority of respondents to gain exposure on the internet is at the age of 6-20 years, while there is some of the students being exposed on the Internet at the earliest age which is at age before 6 years old and some was exposed to the internet after reaching the age of 21 years old.

The Effects of Online Game | 42 From the data received, majority of the students in UNISEL Shah Alam play an online video game. However, there is also some small portion of student who didn’t play online video game. When being asked on whether they love to play online video game, all respondent answered yes and this show that students like to play online video game and most of them spend 1-6 hours per day playing online video game. There are great amount of students love to play online video game 6-7 days per week and also 2-3 days per week. Those who spend more than a total of 40 hour per week or average of 6 hours per day everyday are at risk on being addicted to play online game. In this new era, online video game can be played almost in all gadgets available today such as hand phone, computer and also tablet. The researcher found out that most of the students of UNISEL Shah Alam use hand phone follow by computer and lastly tablet to play online video game. Most of them played about 1 or 2 games in their gadgets while none of them plays more than seven games in their gadgets. Many of them also prefer to play online video game at night and midnight. Based on the researcher opinion, this can be the caused on why some of the students who played online video game experiences sleeping disorder and thus distracting their attention when they in morning classes. According to the research, majority of the students in UNISEL Shah Alam prefer by playing game alone than rather with their friends and this may lead to anti-social problem. This can be seen when students prefer being alone playing online video game rather than chatting and socializing with their friends. When it comes to spending money on online video game, majority of the respondent answered they will never spend their money online and this show that free game attract the most than the paid game. Health is one of the important things that we need to take serious in any activity we do. Thus in this research, the researcher also had provided a several question that related with the respondent health which usually happen to whom that addicted to the online video game. From the observation and experienced that the researcher had going through, there were 5 question about heath which consist four yes and no questions and one narrative question. In the first place, the researcher had asked about the respondent’s sleeping pattern which the researcher believe that to have a healthy life style, we need a good sleep which means an enough sleep to maintain our body energy cycle. As we can see, there were a lot

The Effects of Online Game | 43 of problem or disease may occur if we don’t get enough sleep such as headache, insomnia and might be a serious stress problem. From the feedback that the researcher got, 22 over 34 respondents admit that they will stay up just to play the online video game which means over than half. As a student, for sure this habit will spoil their attention and focus in their study especially during the class hour. Other than that, the researcher also would like to know whether they will hold off going to toilet or not when the respondent playing the online video game. And the answer is still same with the first question which over than half of them answer yes that they will hold off going to toilet just to finish their games. In a health perspective, the action such as holding urine may affect your kidney function plus can lead to infections because of the bacteria that contain in the urine. From the researcher opinion, the respondents should stop this habit before it become more serious if they keep to holding their urine just for a game. Besides that, another thing that relate with health is a nutrition taking. The researcher don’t want to talk about what is good food and what is not but just want to know either they ever skip their meals or not when they are playing the online video game. It is because from the observation that have been done, the researcher believe that some of us who are obsessed with something will forget everything such as to take their meals. The answer received from the respondents surprising the researcher which 19 over 34 of them said they never skip their meal to finish the game although the number of skip their meal are still close to half. Still, this is not a good lifestyle because food is needed by our body on time. Finally, the last question before the researcher asked the narrative question, do the respondent feel dizzy while playing the online video game. As a normal person, the researcher believe that too long facing the lighting on the gadget playing the online video game might lead to sore eyes and come out with feeling dizzy. From the answer that the respondents gave, 25 over 34 of them answer no which mean they don’t feel dizzy while playing the online video game. From the researcher opinion, might be majority of them are not playing too long which mean they just take 1 to 6 hour in a day, therefore it would not affect anything. Other opinion, the researcher believes because of too addict with the game, the respondent was immune from dizzy.

The Effects of Online Game | 44 On the narrative question, it is more to emotion, behaviour and attitude of the respondent which still relate with the respondent’s health such as feeling depress that lead the respondent to do something that out of control. What is the respondent feel when they lose in the online video game questions’ generate a sort of feeling which each of them are different. Although majority of the students in UNISEL Shah Alam like to play an online video game, most of them feel it is fine for them if they cannot play it. However, there is also minority group that feel frustrated when they cannot play an online video game and this show a symptom of online game addiction. When it comes to adjusting their lifestyle just that they can play online video game at any time, most of respondents say that they never adjusting their lifestyle just they can play video game at any time. When playing online video game, your game progresses are at risk of being deleted, corrupt and not accessible. When this happen, many of the respondent will play the online video game again from beginning while only few will just delete the game and never played it again. Many of the respondents are not feeling confused whether they are easily get addicted with playing online video game or not. However, they claimed that other people are easily to get addicted with online video game. Most of them agreed that players in general are at risk of being addicted to online video game and this show that they are concern about this matter yet they don’t know how to classified themselves an addicted or not. Many of the respondent claimed that they have friends that they regard to be addicted to gaming and this show that how serious is the effect of online gaming to the students. The respondents also stated that they will have greater tendency to play online video game when they have a lot of friends playing that particular game. As a result, this shows that how friends influence can influence our life in a good way and also bad way. The influence of online video game advertisement is however only impact a little to the students of UNISEL Shah Alam and because of the most of the students have neutral opinion when being asked whether they will keep on playing online games just to wait for an expansion or add-on of the online video game that they played. Research shows that respondent that is addicted to online video games could develop a bad relationship with their close ones and choosing between fantasy and reality. Researcher shows that majority feel neutral whether they prefer playing online video games

The Effects of Online Game | 45 rather than hanging out with my family during weekend. But a similar amount also disagrees and prefers spending quality time with their family. When asked whether they prefer playing online video games rather than hanging out with my friends during the weekend, the respondents reply saying they feel neutral about this because some of them play online video games with their friends during the weekend. The respondent can use application like Raidcall or Skype to communicate with each other while playing online video games. During free time, the researchers assume that the respondents give an equal share between playing online video games and socializing with other people. This is because, result of the survey shows that majority of the respondents saying its neutral, to agree and to disagree. Almost similar with the previous question, the respondents say the feeling is neutral which means almost all them agree and disagree when ask when with their friends or family, will they focus more on online video games rather than socializing. The respondents respond in a positive manner when asked do they play online video games while walking in the streets. With majority disagree and online video games should not be played while walking on the street. Addictive as they may be, good thing that they know the dangers and consequences when playing online video games while walking on the street. Some people may get a little too carried away when playing online video games. So much so that they forgot or reply the text messages later than usual due to online video games. Despite a strong amount of respondents agree with this, majority say it's neutral because some of them will reply during the game while waiting for their character to respawn after dying in the game or rather after finishing the game. When respondents put their full focus on the online video games, they wish not to be disturbed. That is why they respondents say it's annoying when someone disturbs them when they are playing online video games. It becomes a distraction whenever they are being disturbed and could lead to them losing the game. Not just that, respondents will get angry when someone disturbs them during playing online video games especially those who are short-tempered and hot-headed. This could be

The Effects of Online Game | 46 very dangerous because the people that are addicted to online video games have unstable emotions. When they get angry, the respondents will scold their teammates and even beat them the first chance they get. From the data that have been gather, the researcher can assume that there is some positive effect when playing online games, the data shows that 4 respondent strongly agreed and 11 respondent agreed that online video games can makes them feels relax compared to other activity while 14 respondent are neutral, only 5 disagree about the research question. This shows that some respondent released their stress while playing online video games. The next research question is also hoping for a positive result but apparently 14 of the respondent is also neutral while the 2 strongly agreed and 8 agreed on the statement that the gamers will fantasize on being the character of the online video games that they are playing. However, 6 respondents disagree and 4 strongly disagree on the statement. Looking in positive side when the respondent fantasizes a lot there is a lot of positive change in somebody character. The next research question is also positive based but still the highest picks is neutral with 10 picks from the respondents followed by 5 strongly agree and 9 agree on the question that stated about the respondent do some research and study about the online games that are played. This shows that the respondent try so hard in order for them to win the online video games. They rather do some research for tips and hint so that they can be the number one in the games that they played. The following research question is about the respondent needs any accompany while playing the online video games surprisingly 11 respondents agree and 6 respondents strongly agree in that statement showing that the respondent would be very pleased if there is a partner playing online games with them. This shows that the respondent like to be surrounded by someone with the same interest so that they can talks and jokes about it together. 4 respondents disagree and 3 strongly disagree about the statement showing they are in the focus kind of gamers which played online video games alone without any distraction.

The Effects of Online Game | 47 The last research questions stated that the respondent often talk about online video games with someone close to them with a result of 14 neutral respondents and 9 strongly agree and 4 agree about the statement, 4 respondent disagree and 3 strongly disagree about the statement this shows the respondent like to have a conversation about the online video games, meaning the respondent like to share their though and idea with someone close to them, this also proves that the respondents is talkative in a certain ways The conclusion that can be makes is that there some positive affects in playing online video games rather than all of the view is on the negative side. Depend on the respondent how to operate the games in positive or negative side. 8.0 RECOMMENDATION From the research that has been made towards the respondent that are consist of student from Unisel Shah Alam, the researcher has find out that become addicted to online games can effect someone’s health, social life , behaviour, and actions. If the players playing game too much until they can’t manage their sleep times, meal and social, it will give an bad effect 13. For example if the respondent skip their meal, they will not get enough nutrient that body require thus may lead to health problem such as gastric problem. Their body will become weak in physically. Playing video games also can make someone become antisocial.

14

The respondents are more likely to avoid from having any conversation with people

that don’t play the online games. However, there is benefit of playing online video games. One of the examples is playing online games train or prepares people to make decision faster. Example of games that requires the player to think faster is shooting and strategy games. In shooting games, we must make a correct decision in order to win the games. Online video games also can help and improve creativity or imagination of their player. Most of the games especially games that use fantasy as their main element will allow player to things outside the box. Online games also will improved the respondent solve problem skill. In addition, playing online games also can increase our leadership skill. Especially when it’s a game that involved with other people. 13 Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European Psychiatry, 23(3), 212-218. 14 Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming. CyberPsychology & Behavior, 8(2), 110-113

The Effects of Online Game | 48 There are so many obstacles and mission inside the games that require the player to thinks depend on the situation. Online games also can improve the respondent coordination ‘hand-eye ‘. Playing online games also can help people to typing the words through the keypad or keyboard faster and accurate. It does also can improve the player focus level. From another research that has been made, a gamer can also focus on 6 things at a time without confusing them 15. Online video games also can help the respondent to improve their vocabulary and English language. This is because majority of the games in the market are using English as their main language. The respondent also can do physical exercise while having fun by playing dancing simulation games. Its help the respondent’s body become healthier. Online video games also can help the respondent earn some money by joining an event or tournament of the online games. One of the online games that are famous with the high prize pool is Dota 2, a multiplayer online battle arena (MOBA) games. Last year, Dota 2 has made an event called The International 2014. It’s a competition between Dota 2 top players. The prize pool is $10,924,000 16. There are many more local competition that player can join in Malaysia. By join this type of event, it will help to increase the respondent’s teamwork spirit. In conclusion, there are so many benefits that people can get by playing online video game. Depends on what genre of game that the respondent play, it may influence their ways of thinking and acting. The online game will become the best therapy and medication if being used wisely in order to enhance and improve human thought and lifestyle in the future. For sure this will become reality with a well plan organized and structured. A psychology researcher from Canberra stated that "People who spend an excessive amount of time playing video games are powerless to stop themselves from thinking about gaming," says Olivia Metcalf, who did the research for her PhD at the Australian National University. "This is a pattern typical of addiction," she says.

17

The researchers concluded that

15 Southwell, B. G., & Doyle, K. O. (2004). The good, the bad, or the ugly? A multilevel perspective on electronic game effects. American Behavioral Scientist, 48(4), 391-401. 16 Dota 2 - The International Compendium. (n.d.). Retrieved November 24, 2014, from http://www.dota2.com/international/compendium/ 17 Video gaming addiction can control your thoughts, recommendation for further study. (2012, November 26). Retrieved November 25, 2014, from http://medicalxpress.com/news/2012-11-video-gaming-addictionthoughts.html

The Effects of Online Game | 49 online video games can be addictive as gambling and alcohol based on the findings. Based on the statement from the psychology researcher, here are some of the first hard evidence to support our findings. However, there is something that the researchers found in their findings. Those who are addicted to online video games would act and think a lot faster than regular people due to the situational they face during the game and they have ability to quickly respond to the situation. This skill could prove to be useful as the researcher indicate that those game "addicts" have a more creative mind that others thus becoming their recommendation for this research. By all means, this can be regarded as an area for further study.

The Effects of Online Game | 50 9.0 REFERENCE 1

Rollings, Andrew; Adams, Ernest (2006). Fundamentals of Game Design. http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html Prentice Hall. Retrieved September 12, 2014.

2

Hing, David (June 2, 2014). "DOTA 2 prize pool passes $8m". http://www.bittech.net/news/gaming/2014/06/02/dota-2-prize-pool-passes-8m/1 Bit-tech. Retrieved on September 10, 2014.

3

Warner, Bernhard (May 2, 2013). "Finland's Supercell mobile games with megaprofits". http://www.businessweek.com/articles/2013-05-02/finlands-supercell-mobile-gameswith-megaprofitsbBloomberg Businessweek. Retrieved on September 10, 2014.

4

Stewart, Christopher S. (13 January 2010). "Obsessed with the Internet: A Tale from China". Wired Magazine.

5

Dean Rousewell (August 29, 2014). “Boy runs up £7,000 bill for his mum playing mobile phone game Clash of Clans”. http://www.mirror.co.uk/news/technologyscience/technology/boy-runs-up-7000-bill-4131364#ixzz3D4uGnu6Z Daily Mirror. Retrieved on September 12, 2014.

6

J. Sydney, F. Susannah. Generations Online in 2009. Pew Internet & American Life Project. 2009. Pew Research Center

7

Eun Joo Kim, Kee Namkoong, Taeyun Ku, Se Joo Kim. The Relationship between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits. European Psychiatry - April 2008 (Vol. 23, Issue 3, Pages 212-218

8

Chin-Sheng Wan, M.S. , Wen-Bin Chiou. Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan. Cyber Psychology & Behavior. Volume 9, Number 6, 2006. Mary Ann Liebert, Inc.

9

Dongseong Choi, Jinwoo Kim (2004). Why People Continue To Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents. Cyber Psychology & Behavior. Volume 7, Number 1, 2004. Mary Ann Liebert, Inc.

10 Kuss, D. J., & Griffiths, M. D. (2012). Online Gaming Addiction In Children And Adolescents: A Review Of Empirical Research. Journal of Behavioral Addictions, 1(1), 322. 11 R. David. (2011) An Investigation Into The Effects Of Online Gaming On Young People And Children. Multiplayer Online Games Design. Staffordshire University 12 Hakala PT, Saarni LA, Punamäki RL, Wallenius MA, Nygård CH, Rimpelä AH (March 2012). "Musculoskeletal symptoms and computer use among Finnish adolescents--pain

The Effects of Online Game | 51 intensity and inconvenience to everyday life: a cross-sectional study". BMC Musculoskelet Disord 13 (41): 41 13 Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European Psychiatry, 23(3), 212-218. 14 Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming. CyberPsychology & Behavior, 8(2), 110-113 15 Southwell, B. G., & Doyle, K. O. (2004). The good, the bad, or the ugly? A multilevel perspective on electronic game effects. American Behavioral Scientist, 48(4), 391-401. 16 Dota 2 - The International Compendium. (n.d.). Retrieved November 24, 2014, from http://www.dota2.com/international/compendium/ 17 Video gaming addiction can control your thoughts, recommendation for further study. (2012, November 26). Retrieved November 25, 2014, from http://medicalxpress.com/news/2012-11-video-gaming-addiction-thoughts.html 18 Grüsser, S. M., Thalemann, R., & Griffiths, M. D. (2006). Excessive computer game playing: evidence for addiction and aggression?. CyberPsychology & Behavior, 10(2), 290-292. 19 Chou, T. J., & Ting, C. C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology & Behavior, 6(6), 663-675. 20 Fisher, S. (1994). Identifying video game addiction in children and adolescents. Addictive behaviors, 19(5), 545-553. 21 Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., & Van De Mheen, D. (2011). Online video game addiction: identification of addicted adolescent gamers. Addiction, 106(1), 205-212. 22 Clark, N., & Scott, P. (2009). Game addiction: The experience and the effects. Jefferson, N.C.: McFarland. 23 Lu, H. P., & Wang, S. M. (2008). The role of internet addiction in online game loyalty: an exploratory study. Internet Research, 18(5), 499-519.

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF