Professional Documents
Culture Documents
Muc University College of Technology: Prepared By: Tarek Mehio Supervised By: Dr. Rebecca Keedi
Muc University College of Technology: Prepared By: Tarek Mehio Supervised By: Dr. Rebecca Keedi
Muc University College of Technology: Prepared By: Tarek Mehio Supervised By: Dr. Rebecca Keedi
GAMING ADDICTION
A proposal
of ENG204
Spring 2019
Khalde, Lebanon
ABSTRACT
The abstract should be a single paragraph in block format (without paragraph indentation) and
the appropriate length is between 150 and 200 words. The abstract is important because many
people first read the abstract to determine if the entire article/proposal is worth reading. An
abstract is a self-contained, short, and powerful statement that describes your proposal. Although
the components vary according to your major, in general, the MUC research proposal abstract
contains the the abstract should outline the proposal’s major headings: the research question,
theoretical framework, research design, sampling method, instrumentation, and data and analysis
procedures.. The abstract is not a review, nor does it evaluate the work being abstracted. While it
contains key words found in the research paper, the abstract is an original document rather than
an excerpted passage. Do not add any information in the abstract that is not previously discussed
throughout the proposal. Notice this paragraph is not indented; the abstract will be the only
paragraph in the entire proposal that is not indented. Because it highlights the entire proposal, it
would be wise to wait and write the abstract last. This way, one merely has to reword
information that was previously written.
ii
TABLE OF CONTENTS
Abstract ........................................................................................................................................... ii
Introduction ................................................................................................................................. 7
Methodology ............................................................................................................................. 17
iii
Research Design .................................................................................................................... 17
Sampling ................................................................................................................................ 17
Instruments ............................................................................................................................ 18
Instrument #1 ......................................................................................................................... 18
Conclusion/Discussion .............................................................................................................. 19
Appendix A ................................................................................................................................... 23
Appendix B ................................................................................................................................... 24
iv
LIST OF TABLES
v
LIST OF FIGURES
vi
Gaming Addiction 7
Introduction
Lately, examine about Internet gaming fixation has expanded both in amount just as in quality.
Research on gaming enslavement goes back to 1983, when the main report rose recommending
that video gaming fixation is an issue for students. Shortly from there on, the principal exact
youthful male players who asserted they were "snared" on their diversions. The early
evaluating gaming addiction. However, research shows that self-reports associate with
institutionalized measures. Following on from that, further examinations were done during the
1990s, at first surveying gaming habit dependent on the criteria for pathologic betting as
stipulated in the third and fourth versions of the Diagnostic and Statistical Manual for Mental
Disorders (DSM). Although comparable, neurotic betting and extreme gaming don't present with
the equivalent clinical picture, and some have contended that utilizing the symptomatic criteria
for obsessive betting so as to analyze neurotic gaming just takes advantage of over the top use
and distraction as opposed to genuine psychopathology. In the 2000s, web based recreations
The examinations on Internet gaming compulsion in the new thousand years announced
pervasiveness gauges which fluctuate altogether and range from 0.2% in Germany, to half of
estimation instruments, just as the distinctive cutoff focuses utilized. Further, different develops
("Internet gaming fixation", "reliance", "tricky", and "extreme play") are estimated in different
examples (youngsters, youths, gamers) and societies. In many investigations, self-reports have
Gaming Addiction 8
been utilized, which puts the dependability and legitimacy of the potential conclusion in
proportions of compulsion, recommending that the person's impression of issues can be generally
exact.
In South-East Asian nations, the negative effects of Internet gaming dependence have driven
governments and medicinal services suppliers to pay attention to the issue and to build up a
progression of activities to control and reduce the issue. In South Korea, Internet gaming
dependence is seen as a noteworthy worry for open health, and up to 24% of youngsters who
have been determined to have Internet enslavement are hospitalized. In Japan, the legislature has
perceived the issue following an investigation by the Ministry of Education, which has prompted
the advancement of "fasting camps" where people experiencing Internet and gaming fixation are
helped by being cut off from innovation completely. It has been expressed that the higher the
Internet infiltration and social acknowledgment of gaming, the higher the predominance of
gaming problems, somewhat clarifying the higher pervasiveness rates revealed in South-East
Asian nations. Also, there is valid justification to feel that the lower acknowledgment of
unreasonable gaming in a culture, the more pain (not less) gamers involvement in participating in
acknowledgment of extreme gaming and in this way criticism of the conduct may add to higher
rates of dependence and dangerous play here and there. Following developing concern, specific
treatment focuses and programs have been built up in Europe (counting the outpatient facility for
social addictions in Mainz, Germany, and the Capio Nightingale Hospital in London, UK) and
the US (counting the inpatient focuses RESTART Internet Addiction Recovery Program in
Gaming Addiction 9
Seattle and the as of late opened computerized detoxification and recuperation focus in
Following almost too many years of research, the American Psychiatric Association has
now formally perceived Internet Gaming Disorder as a condition that requires thought by
clinicians and scientists. In June 2013, Internet gaming issue showed up in the index of the
refreshed form of the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) for the
first time. It remains nearby the main other conduct habit, i.e., neurotic betting, arranging it
obviously inside the analytic classification of Substance-Related and Addictive Disorders. Web
gaming issue has pulled in front of different practices that can end up addictive, for example,
As of not long ago, specialists have comprehended Internet fixation or Internet gaming
compulsion as like either motivation control issue as a rule or neurotic betting specifically,
substance dependence, or a blend of the two. This has prompted the advancement of numerous
psychometric instruments, each estimating various perspectives related with Internet gaming
issues and addiction. The assortment of conceptualizations utilized for Internet gaming habit
have prompted a demonstrative problem driving a few analysts to scrutinize its existence, and
have called for regularly settled upon criteria which increment unwavering quality crosswise
Under the new DSM-5 structure, Internet gaming issue alludes to the "steady and intermittent
utilization of the Internet to participate in diversions, regularly with different players, prompting
clinically noteworthy impedance or misery as demonstrated by (at least five) in a year period.
Gaming Addiction 10
The analytic criteria are a distraction with gaming, withdrawal side effects, resistance (i.e.,
investing more energy gaming), absence of control, loss of different premiums, use in spite of
employment, and also significant parts of life. From a general wellbeing point of view, an
official determination of Internet gaming compulsion is essential for various reasons. To start
with, it will support people who experience the ill effects of related indications to request
proficient assistance, diminishing dismalness rates, hospitalizations, and potential lawful and
therapeutic problems.
Second, the finding may diminish obstructions to mind and stigmata concerning open view of
dangerous Internet and gaming use. Third, the analysis will bolster look into efforts. Fourth, a
demonstrative classification will give the essential motivation to medicinal services and
protection suppliers to create, test, and fund sufficient treatment. Eventually, people who require
proficient consideration due to significant misery, enduring, and singular disability must be
basic for various reasons, further underscoring the need to completely recognize and use it.
The examinations on Internet gaming enslavement in the new thousand years detailed
predominance gauges which change fundamentally and extend from 0.2% in Germany to half of
assorted estimation instruments, just as the distinctive cutoff focuses utilized. Further, divergent
builds ("Internet gaming habit", "reliance", "risky", and "over the top play") are estimated in
different examples (youngsters, youths, gamers) and societies. In many investigations, self-
Gaming Addiction 11
reports have been utilized, which puts the unwavering quality and legitimacy of the potential
institutionalized proportions of dependence, proposing that the person's impression of issues can
be moderately precise.
In South-East Asian nations, the negative effects of Internet gaming dependence have driven
governments and human services suppliers to pay attention to the issue and to build up a
progression of activities to check and reduce the issue. In South Korea, Internet gaming habit is
seen as a huge worry for open health, and up to 24% of youngsters who have been determined to
have Internet enslavement are hospitalized. In Japan, the legislature has perceived the issue
following an examination by the Ministry of Education, which has prompted the improvement of
"fasting camps" where people experiencing Internet and gaming dependence are helped by being
cut off from innovation completely. It has been expressed that the higher the Internet entrance
and social acknowledgment of gaming, the higher the predominance of gaming problems, in part
clarifying the higher pervasiveness rates announced in South-East Asian nations. Likewise, there
is valid justification to believe that the lower acknowledgment of inordinate gaming in a culture,
the more pain (not less) gamers involvement in taking part in the action, possibly fueling issue
manner demonization of the conduct may add to higher rates of habit and risky play here and
there. Following developing concern, specific treatment focuses and programs have been set up
in Europe (counting the outpatient facility for social addictions in Mainz, Germany, and the
Capio Nightingale Hospital in London, UK) and the US (counting the inpatient focuses
RESTART Internet Addiction Recovery Program in Seattle and the as of late opened advanced
Gaming Addiction 12
detoxification and recuperation focus in Pennsylvania), mirroring the developing requirement for
expert assistance.
The point of this survey is to give a knowledge into current viewpoints on Internet
gaming habit utilizing an all-encompassing methodology, mulling over the mass intrigue of web
based recreations, the setting of Internet gaming enslavement, and related neuroimaging
discoveries, just as the current indicative structure embraced by the American Psychiatric
Association.
The referred to inquire about demonstrates that the person's setting is a noteworthy factor that
denotes the separating line between extreme gaming and gaming enslavement, and the diversion
setting can increase specific significance for players, contingent upon their life circumstance and
gaming inclinations. Also, the social setting is huge on the grounds that it installs the gamer in a
network with shared convictions and works on, enriching their gaming with specific importance.
The referred to neuroimaging contemplates show that Internet gaming habit imparts likenesses to
different addictions, including substance reliance, at the sub-atomic, neurocircuitry, and social
dimensions. The discoveries offer help for the ebb and flow viewpoint of understanding Internet
gaming dependence from a sickness structure. The advantages of an Internet gaming habit
improvement of adequate medicines, and the production of a motivating force for general human
services and protection suppliers. The comprehensive methodology received here not just
features exact research that confirmations neurobiological relates of Internet gaming dependence
Gaming Addiction 13
and the foundation of a fundamental determination, yet in addition stresses the need of an in-
depth comprehension of the significance, setting, and practices related with gaming.
Research Questions
This section of the study includes the research questions the researcher wishes to answer.
Research questions ask what relationships exist between the different variables in the study,
while the hypothesis predicts the relationship between variables. List all the research questions in
the study, and then include the researcher’s hypothesis for the study. The research questions
1. First Question.
2. Second Question.
Hypothesis 1:
Hypothesis 2:
Hypothesis 3:
Definition of Terms
In experimental research, it is essential that one defines the central ideas or concepts of
the research study. Therefore, carefully define each concept/variable that will be used in the
study, citing other research studies as much as needed. List each term, italicize it, and use a
1. Target self-views—the target’s “thoughts and feelings about themselves that are derived from
past experiences, especially the reactions of others” (Swann & Read, 1981, p. 352). 2. Perceiver
Gaming Addiction 14
self-views—the perceiver’s “thoughts and feelings about themselves that are derived from past
p. 352).
Gaming Addiction 15
Theoretical Framework
The primary goal of this section is to review and summarize relevant theory that deals
topic before discussing the different determinants or aspects influencing the topic. From the
theory the researcher will explain major tenants of the theory as well as how the theory relates to
the proposed research. When the conclusion of the study is written, the findings should relate to
the theories in this section. The details of particular experiments and studies are NOT discussed
here, rather those are to be discussed later in the literature review section.
Literature Review
The literature should be reviewed critically from the perspective of the purpose of the
study. This section allows you to demonstrate your ability to set your work in the wider context
of theory and practice including the identification and synthesis of appropriate concepts and
frameworks which may be applicable to your own study, and other empirical research on the
topic. The review should include evidence of your skills of classification, comparison, and
interpretation.
You will want to summarize the literature related to your topic. This section provides the
background to the research problem. A good literature review will help the reader understand the
scope of the history behind the study. Include as many studies related to your theories as possible
and make sure that these summarized studies relate to each variable in your study. Researchers
must reflect upon the ideas from the literature, compare and contrast them with ideas from other
sources, critically analyze them, organize and categorize them. It starts broad, and becomes
more specific. There is no set number of citations or page numbers, but your summaries of the
previous research should be succinct The main objective is to ensure that you have given the
When writing the literature review, it is wise to separate the various studies one finds into
different categories. Under these categories, create “Level 2 subheadings” in APA style. These
subheadings are formatted just like Level 1 headings, but they are aligned left. See the
Other Headings
This level of heading is known as level 2 headings in the APA 6th edition manual. It is
flush left, capital font and bold. It is a subheading of the title above it (so in this case it is a sub
A researcher can break down the information under any section as much as needed. A
Third level headings. The text for this section comes directly after this subheading. It is
typical to see third level headings in research paper. This is a sub-sub heading. So heading is
Third level headings again. Again the text will continue on the same line as this sub
heading. APA allows researchers to go as far as 5 subheadings. This is typically not needed in an
MUC research paper. If a researcher should need more headings, the information is available in
Throughout the research paper the researcher must use the APA 6th edition of in text
citations. For example (O’Driscoll and Randall, 1999). Remember that the punctuation comes
after the parenthesis. The citations are found in full form in the reference page of the research
project. Failure to cite sources properly and thoroughly may result in academic dishonesty.
Gaming Addiction 17
Please find the MUC policy on academic dishonesty, intellectual property, and plagiarism in
Appendix B.
It is important that any research writing at MUC follow the APA guidelines for in text
citation and referencing. Sometimes these seem complicated for students, researchers, and even
professors. Some of the complicated issues are clarified for you here.
Methodology
The primary examination investigates internet gaming fixation through individual meetings
teenagers. The seven guys and three females, every one of whom gamed over 48 hours for each
week, were posed an aggregate of 17 inquiries. These were conveyed in two stages: four
inconsistencies, or clashes; and 13 open-finished inquiries to answer the “how” and the “why”.
The investigation mined itemized reactions on the subject’s center around life and the transaction
between their “virtual” and “real” selves. It was presumed that the bits of knowledge gathered
could break the chain of impulsive Internet use with a psychoanalytical way to deal with
Research Design
In order to follow our study goal, I will break down two investigations of Web and web based
gaming compulsion and use them to talk about the contrasts among subjective and quantitative
sociology examine. For this reason, I have picked two papers distributed from the Cyber
Psychology and Conduct diary, a companion evaluated diary of psychosocial inquire about on
the internet. The two investigations are particularly unique in technique albeit comparative in
degree. By contrasting these examinations, I will talk about the benefits and faults of the two
Gaming Addiction 18
techniques; how reasonable, steady or viable they were in the exploration questions asked, and
their standardizing suggestions in the bigger size of things (Ng & Wiemer-Hastings 2005).
Sampling
A study embarks to demonstrate a speculation that web based gamers may consider online
relationships to be as real as face-to-face ones, and that individuals could create social identities
Instruments
It contended that subjective examination is worried about how actors characterize circumstances
and clarify the thought processes which administer their actions. In a subjective meeting,
information is created socially. Handling most of their inquiries as open-finished, they made a
course for questioner and interviewee to collaborate and investigate potential inspirations driving
the subject’s activities, for example, psychodynamics for enthusiastic practices in gaming
dependence. This improved the study’s standardizing use in advising mediation (Kvale and
Brinkmann 2008).
Instrument #1
It is maybe odd that a Likert-scaled inquiry with plainly characterized amount (more than eight
constant hours) was utilized. An increasingly important methodology would ask 1) the length of
regular sessions; 2) if gamers felt the time could have been spent on option exercises; and 3)
what they think about choices. Lamentably, this course of addressing isn't possible in online
Gaming Addiction 19
studies, which utilize prevalently shut inquiries that furnish respondents with restricted choices
Albeit subjective examinations give inside and out comprehension of subjects, Martyn
getting conduct, as it is frequently expected that conduct is to a great extent capacity of a few
Arendt (1978) contended that to know the significance of a movement, item, experience or type
of life is to solicit to know its centrality from worth (Parekh 1982). Arendt’s ontological
approach that hermeneutic inquiries can be posed at various dimensions and settings can apply to
Remembering the benefits and negative marks of both subjective and quantitative techniques,
triangulation could help determine this significance of worth. A blended techniques approach is
not outsider to this topic. In another investigation of Web habit, 700 youths were first reviewed
about Web habit. From this underlying example, 10 were chosen for individual meetings led by a
Conclusion/Discussion
In this section the researcher concludes the study explaining what he or she predicts will
be the end result(s) of the proposed study if they complete it. It fits the standard regulations of a
conclusion and summarizes everything until this point, predicts the future, and wraps up loose
ends. focuses on the implications of the proposed study, such as how the study’s results will
Gaming Addiction 20
affect future research, theory, counseling, policy, etc. Therefore, focus on how the study’s results
will benefit others. Make sure that you mention any weaknesses to the proposed study and why
they were not remedied. The researcher may also mention implications of the proposed study on
Source material must be documented in the body of the paper by citing the author(s) and
date(s) of the sources as per the 6th edition of the APA Style Manual. This is to give proper
credit to the ideas and words of others. The reader can obtain the full source citation from the
list of references that follows the body of the paper. When the names of the authors of a source
are part of the formal structure of the sentence, the year of the publication appears in parenthesis
following the identification of the authors, e.g., Eby (2001). When the authors of a source are
not part of the formal structure of the sentence, both the authors and years of publication appear
in parentheses, separated by semicolons, e.g. (Eby and Mitchell, 2001; Passerallo, Pearson, &
Brock, 2000). When a source that has three, four, or five authors is cited, all authors are
included the first time the source is cited. When that source is cited again, the first authors’
When a source that has two authors is cited, both authors are cited every time. If there
are six or more authors to be cited, use the first authors’ surname and “et al.” the first and each
When a direct quotation is used, always include the author, year, and page number as part
of the citation. A quotation of fewer than 40 words should be enclosed in double quotation
marks and should be incorporated into the formal structure of the sentence. A longer quote of 40
Gaming Addiction 21
or more words should appear (without quotes) in block format with each line indented five
The references section begins on a new page. The heading is centered on the first line
below the manuscript page header. The references (with hanging indent) begin on the line
following the references heading. Entries are organized alphabetically by surnames of first
authors. This template includes a reference list which illustrates several common types of sources
Many websites have generators for referencing styles. One popular website is called “Son
check the citations that such web pages generate for you.
Gaming Addiction 22
References
Banasik, M. D., & Dean, J. L. (2016). Non-tenure track faculty and learning communities:
Bridging the divide to enhance job satisfaction quality. Innovative Higher job performance,
Adjunct Faculty: Job Satisfaction and Efficacy of Reluctant and Enthusiastic Stayers
McIntyre, S. E., & McIntyre, T. M. (2010). Measuring job satisfaction in Portuguese health
professionals: Correlates and validation of the Job Descriptive Index and the Job in General
doi:10.1111/j.1468-2389.2010.00524.x
Pradhan, R. K., Dash, S., & Jena, L. K. (2019). Do HR practices influence job satisfaction?
Singh, R., Mohanty, M., & AK, M. (2010). Performance appraisal practices in Indian service and
Smith, C., Kendall, M., & Hulin, L. (1969). The measurement of satisfaction in work and
retirement: A strategy for the study of attitudes. Chicago, IL: Rand McNally
Tabachnick, B. G., & Fidell, L. S. (2014). Using multivariate statistics. Boston, MA: Allyn and
Bacon doi:10.1007/978-3-642-04898-2_394
Gaming Addiction 23
Tavakol, M. & Dennick, R. (2011). Making sense of Cronbach’s alpha. International Journal of
Vroom, V. H. (1964). Work and motivation. New York, NY: John Wiley & Sons.
Zakaria, Z., Mohamad, M., Majid, M. N. A., Aziz, N. U. A., & Rashid, K. M. (2019). The
APPENDIX A
The text of a research project is double-spaced with the following exceptions: (a) title and
headings longer than one line, (b) titles in tables, and (c) in appendix items.
Do not single-space on the reference list. All lines within and between references must be
Other examples of single-spaced and double-spaced tables appear in the APA manual.
Gaming Addiction 24
APPENDIX B
Academic Integrity
authorship of material which one has not actually created. Plagiarism is the theft of intellectual
property and is strictly forbidden at MUC. The university has a zero tolerance policy towards any
form of academic dishonesty. This includes, but is not limited to copy and pasting material from
sources, omitting to cite sources in text or in the reference list, having someone else write the
assignment.
Plagiarism, or any form of cheating, will have grave results on your marks for the
assignment. Should the committee members discover that some aspect of the research was the
result of plagiarism or another form of academic dishonesty, a board will be assembled to decide