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New Onee Proposal
New Onee Proposal
New Onee Proposal
FACULTY OF EDUCATION
RESEARCH PROPOSAL
PREPARED BY :
AIMI NABILA BINTI ARBA’IN
2020961255
ED246 7A
PREPARED FOR :
DR MUHAMAD NUR FARIDUDDIN BIN ABDUL AZIZ
SUBMISSION DATE :
29 MAY 2023
TABLE OF CONTENT
1.0 Introduction.....................................................................................................................1
1.9.1 Time.....................................................................................................................7
1.11 Conclusion...................................................................................................................9
2.0 Introduction...................................................................................................................10
2.5 Conclusion.................................................................................................................16
3.0 Introduction...................................................................................................................17
3.9 Conclusion......................................................................................................................22
4.0 References..........................................................................................................................23
CHAPTER 1 INTRODUCTION
1.0 Introduction
The internet plays a significant role in the lives of many people, especially the
younger generation. Online gaming is a common technology that has recently raised concerns
since it might cause addiction, particularly in young people (Charlton & Danforth, 2010; Huh
& Bowman, 2008). The recent study shows that the features that offers by developer are
mainly to attract the user to play more and get to explore the software more deeper. Although,
the technology were rapidly changes in no time which it derives to new functions that open
up the opportunity for younger generations to explore things. Besides, its resilience towards
technology depends on the types of online games which offer various pattern software that
could lead to obsessions. It can be effects on abandoning their responsibilities in life.
Meanwhile, online gamers are increasingly popular and recognized by the entire world
because the games have been verified as e-sports. This encourages the younger generations to
compete with their virtual friends. Numerous studies have looked at the psychological traits
of passionate online gamers and the risk factors for developing an addiction to these games.
The main reasons why people play online games may include entertainment and leisure,
emotional coping, excitement and challenge seeking, and lastly to escape from the reality
(Tone, Zhao & Yan, 2014).
In this era, one of the challenges for school students to face is the attractiveness of
developers’ creations, leaving the young audience in awe and hard to resist playing video
games. Besides, in education system also use new method which include technology to attract
the students to learn. For example, the school will use technology such as Bluetooth to
connect wireless devices such as smart TVs, microphones or speakers. The evolution of
education been rapidly change because learners are moving towards the digital era, where
modern educational products and solutions will influence the direction of their futures,
because of technical advancements and ongoing pedagogical changes. People used to have to
go very far to reach educational facilities that were only located in certain places which
restricted access to education. There were incredibly few opportunities to receive a high-
quality education because there was insufficient pedagogical tools, useful teaching materials,
and resources. However, the evolution of education officially started with the arrival of
technical advancements which makes the students being able to create many things using
devices such as tablets, smart TV and smartphone to carried out the task from teacher. The
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students' acceptance of the use of IT in learning is very good because they have adapted to
this rapidly developing environment. Therefore, the use of gadgets by teenagers is now very
large because they are always exploring new things on the internet
Apart from that, the statistic of online gaming addiction through systematic review
from several international studies found that Malaysia’s sits the highest ranking among Asian
countries which between 0.7% and 27.5% among males between 12 to 20 years old. Hence,
American statistic shows that most people played at range under 34 years old which being
too obsessed with online game. This may result of American children who play online
gaming reach more than 90% users which can expose them to dangers of addiction to online
game. By right, it comes to biggest concern for that country. Meanwhile, the health of today's
young generation has decreased by 25.1% where they spend time facing gadgets for a long
period of time which it may driven to have high tendency to addict with online games.
(Zakaria & Adnan, 2022)
Therefore, throughout this chapter, it will cover the background of the study, research
problem, research objectives and research questions, significance of the study,
scope/delimitation of the study, limitation of the study, operational definition of terms and the
conclusion of this chapter.
In the early 1990s, experts actually paid more attention to the expanding condition
known as Internet gaming disorder (IGD). The first case was identified by a young boy who
was pathologically engaged in playing video games too much (Keepers, 1990). The
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designation of excessive internet and video games can be defined as "addiction" or a
"dependency," which is a terminology used to describe the use of an excessive substance.
According to Griffiths (1995), various signs of internet gaming addiction were listed which
are arousal, mood alteration, tolerance, withdrawal, conflict, and relapse. Subsequently, the
addiction to the online game is characterized by prioritizing time for online games more than
other activities. This will cause the game to become a habit and take over the interest and
ignore all daily activities, and the continuation in play online games leads to the occurrence
of negative consequences throughout the entire life. A person with such behaviour might face
the reality that affects the functioning in critical areas like the personal task, familial matters,
social experiences, educational, occupational or other essential domains (Saunders et al.,
2017).
Furthermore, when students play the online game excessively, obviously we can see
the negative effects right after he or she got their own gadget. Online video games feature
realistic graphics and audio to challenge and amuse players. This frequently leads to student
addiction, making it difficult to stop playing. (Eskasasnanda, 2017). Hence, the populations
of people who addicted to online gaming been increase year by year because in online
gaming, they should be initiated with strong internet and should be play along with “online
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friends”. As time goes by, they will have a team and forms the group. These are one of the
factor contribute to the increasing of populations of online gamers.
4. To investigate the relationship between the factors that contributes towards online
gaming addiction among secondary school students in Malaysia.
1. What are the prevalence of online gaming addiction among secondary school
students in Malaysia?
2. What are the factors promoting to online gaming addiction among secondary
school students in Malaysia?
3. What are the factors contributing towards online gaming addiction among
secondary school students in Malaysia?
4. What are the relationship between the factors that contributes towards online
gaming addiction among secondary school students in Malaysia?
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1.6 Research Hypothesis
HO : There is no significant relationship between the factors that contributes towards
online gaming addiction among secondary school students in Malaysia.
According to the study, people may play online games primarily for “emotional
coping”, “entertainment and leisure”, excitement and challenge seeking”, and “escape from
reality” (Tone, Zhao & Yan, 2014). Apparently, the beginning of everything we do is to try.
Trying new things is very useful to life to upgrade life. But, its must be look to the other side
which it can gives affects to our life whether its is good or bad sides. Hence, the majority of
population who plays online gaming is children and teenagers (Jensen & Arnett, 2002).
Some people would seek attention through games. Because of the of games become more
5
exciting and the features shows high real definitions on the screen makes them feel does want
to stop playing. Different people different perspectives towards online gaming. There are
many types of online games that suit their interest such as adventurous, action, competition,
completing missions, simulations, sports and strategy. (Genre and the Video Game, p. 2014).
Hence, Online gaming is very popular among the youngster because they have grown up with
the modern era that has advanced technology. Therefore, the young generation is now very
different from the previous generation and it is easier to see the generation gap from different
eras. Someone who plays online gaming for too long will change their attitude a little bit
whether it leads to better or worse their self-condition. In their current age, this is the age
where they are all looking for self-identity, advantages and interests and open up space to
learn new things whether it benefits to their life or worsens existing habits. (Jensen & Arnett,
2002)
In addition, the risk factors for developing an addiction to the online game can be
vary. In serious cases, youngster who addicted with online gaming without controlling their
screening time or excessive use can lead to deadly diseases. An online addiction has been
examined in terms of the physical and psychological effects, especially in China, Korea, and
Taiwan, since 1996, when the idea of "internet addiction" was established as a new clinical
illness. Frequently, it is depend on some factors which include sex, age, cognitive factors,
psychopathological conditions like attention deficit hyperactivity disorder (ADHD),
depression, anxiety, and impulsivity as well as social factors like a family environment, social
anxiety and self-esteem. (Hyun et al. 2015). Therefore, the most significant risk variables for
the addiction variables to online games were psychopathological disorders, particularly
ADHD and depression. All of these things have an impact on the cognitive and psychomotor
development in their growth. Person with ADHD usually behave like uncontrollable attack
even when the time is normal. It affects most on the nerves system. This nerves system could
be rupture because of the body inactivity. Which it forces the body to work on more time than
it should. Therefore, uncontrollable playing games may leads to
The results of this study will benefit to give some acknowledgment and provide some
recommendations for controlling the addiction to online games through research problem that
stated. From this problem, we could gather the information to enhance the understanding of
what makes students put themselves in addictive situations and how they manage their time
in terms of studying, playing, spending time with family, or duty as children.
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1.8 Delimitation of study
This study is expected to gather some information based on the sample that has been
chosen. A total of 50 students have been selected as a sample for this study. The sample
chosen would be 25 students who are addicted to online gaming and other 25 students who
are not interested in online game from form 1 and 2. The researcher will distribute the
questionnaire once the ethics has been approved. At first, before spreading the link of Google
Form, I must ask for respondent’s certainty whether the student is willing to answer the
questionnaire or not. The instruments contained four sections which are demographical
information, preferences questions which will be dig up the content of themselves with
online gaming. The last section is the impact of addicted to online gaming to their life
whether it gives good or bad to their life.
1.9.1 Time
The researcher will face problems in collecting data within the time of
practical period. As mentioned, the researcher need to find the suitable time to
give the questionnaire to the respondent and the risk for students not answered
the survey also high.
7
1.10 Operational Definition of Terms
In this study, there are a few terms that have been used repeatedly in this study that
needed to be defined. These terms are used for describing the words that refer to the subjects
in this study. This will ensure that every word that is explained can be understood by the
reader. Besides, simple sentences are also applied in this study to ensure that the message
delivered can avoid confusion. Misunderstanding often occurs due to different people’s
perspectives.
Addiction : The teenagers must be depend on behaviour or desire thing till they felt satisfied
when receive it.
Obsession : A teenagers thinks too much and it dominates their thought and feelings which
includes their lifestyle, fashion and desire to be somebody else.
Depression : The emotional and physical problems that causes feelings of sadness or loss of
interest in any activities that previously enjoyed.
Impulsivity : Usually happened with ADHD symptoms where one’s will act impatiently or
have the tendency to act without thinking carefully.
Antagonism : Someone had develop the feelings of hate, active opposition, extreme
unfriendliness towards someone they wanted to harm.
Aggression : The person are intended to do damage to the things that they dissatisfied to.
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1.11 Conclusion
In conclusion, this chapter has clearly explained the issues that are highlighted to be
investigated in this study. The research problem and the objective of this research are made to
find deeper information that relates to the secondary student that has been chosen as the
sample in this study. This study proposed that addiction to the online game may cause harm
to a student’s life and it can be worse if it is not managed to control from time to time. The
researcher also emphasized the factors contributing to addictions, the scope of the study, the
limitations and the definition of difficult in every term to ease the reader in interpreting the
message. The following chapter is a literature review that will go through this study to
develop more on this topic and it includes the theoretical and conceptual framework also the
general issues of research topics.
9
CHAPTER 2 LITERATURE REVIEW
2.0 Introduction
In this chapter, the researcher will explain the theoretical background and conceptual
framework regarding on the topic related to this study The researcher will discussed on the
issues and challenges for students who addicted to online game and the impacts through their
entire life. Hence, the elaboration on this study would be supported with legal sources such as
journals, articles and thesis had been referred.
Internet can be useful when it use on its functions. As years goes by, the users of computer
increase and no wonder its could influence the children’s life. While internet is very
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important to our life, it also open the threat to us. (Sălceanua, 2014). Other than that, online
gaming also gives benefits for users such as help with learning, problem-solving abilities,
visual accuracy, and creative thinking as it must have appropriate time to use to fill up their
leisure’s time. Hence, when ones playing games exceed the time like many hours, the
teenagers would seem like increasing aggression, mental laziness, isolation, detrimental
effects on family relationships, and a decline in academic achievement have been seen in
computer game addiction. (Sălceanua, 2014). Addiction to online games is a type of
behavioural addiction that refers to a persistent and maladaptive tendency similar to
obsessive-compulsive disorder. (Demetrovics & Griffiths, Behavioral addictions: Past,
present and future, 2012). Due to the significance of this problem, the World Health
Organisation has included game disorders in the International Classification of Diseases' 11th
draught, recommending that its member states take this into consideration when developing
health-related plans. (Saunders, Hao, & Long, 2017). This theory contends that intention is
one of the key factors influencing behaviour. The intention of an individual, which is a
combination of attitude towards behaviour and subjective norms, leads to acting behaviour.
TPB is used to predict and understand behavior and behavioral outcomes. It also
demonstrates key ideas for health education about the analysis of health-related behaviours,
intervention, and the promotion of prevention initiatives.
Despite having negative consequences, there was a study that also indicate that
playing interactive video games can improve academic achievement (Anand, 2007). It
12
discovered a causal link between playing video games and developing visual-spatial skills,
which are frequently useful in the study of science, technology and engineering. Thus, the
complex game may help students succeed academically by encouraging players to use their
creativity, problem-solving and critical thinking (Smyth, 2007). the researcher belives that
while excessive gaming can harm academic achievement, moderate gaming activity can
enhance performance.
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themselves from speaking in public. The major effects of addiction to the online game were
highly diminishing face-to-face social interactions. Some of them like to isolate themselves
from talking with other people and are not so friendly. Withdrawal from social contacts is one
of the most typical effects of depression. People who are addicted may engage in social
avoidance and withdraw from gaming; after playing excessively for a while, they have a high
likelihood of developing pathological gaming tendencies and may become even more
depressed (Gentile et al., 2011). There was a researcher discovered that significant
differences show that those who play online games for more than 33 hours a week resulted
have 24% higher depression rather than the moderate player who play for 21 hours long
(Loton, 2012). Therefore, the finding suggested that when teenagers play more time on online
game, the value of interpersonal relationship might be compromised and the level of social
anxiety rise. Online games can be a stress reliever for addicted gamers. A challenge,
competition, enjoyment, relaxation, pleasure and even a way of psychological escape from
the real world. (Castillo & Dumrique, 2017). Children who are already addicted to the online
game are likely to experience anxiety and social phobia (Gordon, 2011). According to Loton
(2012), a person who plays an online game more than 33 hours per week has a 15% higher
anxiety than a balanced 21-hour player. It becomes problematic for social health, especially
during interaction with other people.
14
Furthermore, in some cases, there are some cases showing students who are too
addicted to online games need to take medication to reduce the feeling of playing games. For
example, someone who copes with their stress by playing online games is the most
problematic one because they force themselves to change their habits and go further away
from normal life. The research supported that a person who plays an online game to relieve
stress and pressure or escape from real life tends to create problems and be difficult to
change. In this regard, it is necessary to have a support system that constantly supports
students in their efforts to change themselves for the better. Thus, depending on their social
avoidance behavior, gamers with pathological anxiety and social phobia could get worse, but
they will eventually get better if they recover from their pathological state. (Gentile et al.,
2011).
Normal
Severe
Based on the diagram above, there are many factors that contribute themselves for
playing online games. Online gaming can highly cause health problems particularly
addictions. It may disrupt the user’s emotional and psychological problems. Eventually, the
illness from online gaming addiction is very common nowadays because we can see the
children outside been giving the phone as their entertainment to sit still. Playing games too
long can cause many problems such as physical problems such as insomnia, vision problems,
cardiovascular problems, hyperactive, vison problems and for psychosocial problems such as
15
anxiety, low self-esteem, depressions and it can even have suicidal thought. (Jeong, Yim, &
Lee, 2018).
In this concept, the intended addiction is the same as drug addiction, gambling
addiction and so on. Addiction in the other context is hard to preventable or treatable. But, it
can be solve by involving various interaction between a good person’s environment, genetics
and lifestyle that make up their life to be clean from the addiction itself. The study
investigates that the presence of a virtual friend in a game can lead to feelings of excitement
and acceptance during playing games. This can be a starting point for addiction to an online
game. In addition, the difficult challenge here is the role of parents in regulating and
monitoring their children's activities, especially online games. this is not necessarily a game
found on a computer but covers all devices that contain games in it. That the main root here is
the main cause that needs to be highlighted in order to reduce the rate of students who are
addicted to games and the results of this intervention will be carried out by having a positive
impact not only on family institutions but also on society and the country. This study adopted
a quantitative methodology, analysing research data through a self-administered survey
questionnaire.
2.5 Conclusion
In conclusion, this chapter completely discusses online gaming addiction among
secondary students. Three theories were highlighted in this study which are Flow theory,
humanistic Need theory and Self-Determination theory that use as supporting details in
regards to this topic. It follows by the general's issues have been stated as the main content
that the researcher aims to tell further to the reader what is to be delivered. Furthermore, the
conceptual framework is also reinforced to show the overall process of this study.
In the next chapter, the researcher will illustrate and explain how the study was
conducted. Thus, the methodology will be explained in detail which includes research design,
population and sampling, research instrumentation, data collection and data analysis
procedure.
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CHAPTER 3 RESEARCH METHODOLOGY
3.0 Introduction
The research was conducted to study about an online gaming addictions and its effects
to secondary school students in Malaysia. The objective of this research is to identify the
prevalence level of online gaming addiction among secondary school students and the
factors that causes students addict with online gaming towards their formations of attitudes
and personality.
This chapter will cover research design, population and sampling, research
instrumentation, pilot study, research ethics, data collection procedures, data analysis and the
conclusion of the chapter.
The researcher decided to proceed with an online survey research design to conduct
the study. The method that is done by the researcher is to send the survey to the respondent.
As it comes to conclusion of the study, the survey data were statistically examined after the
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collection. The purpose of choosing a survey as a research design is because it can gather
more information regarding the specific or essential question. It often targets the small to big
group to collect the most reliable respondents to be part of this research. Other than that,
survey research design especially through an online form is implemented with limited to no
cost involved and easy to access through Google Forms that will be created. Survey research
has the potential to be far more efficient and fruitful than a casual survey.
The sampling that applies in this research is stratified sampling where the sample will
been observe on their similar characteristic with the same probability. Though, the process of
selecting the sample is used in selecting the target group. It allows to draw more precise
conclusions by ensuring that every subgroup is properly represented in the sample.
The method use to conduct the study is Google Form. The link will be provided by
the researcher and will be distributed to the population in the school. The questionnaire is
adopted from past research and it consists of 82 questions that respondents need to tick based
on their reflection on themselves. The questions been taken from the verified sources. Hence,
the question is taken from the website named “Excessive Gaming Screening Tool (EGST)”
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and “Screening Tool: Video Game Addiction” which this questionnaire is like quick
assessment the been publish online to the public. The study is all about the popularity of
internet gaming these days and needs to investigate whether the targeted respondent might be
affected with Internet Gaming Disorder (IGD).
In collecting the data, the questionnaire consist of four sections which being labelled as
Section A, B, C and D. Section A is Demographic Information, Section B is “Screening
Tools of Excessive Gaming”, Section C is about “Motives of playing online gaming”, and the
last one is Section D is “Surveying Habits”.
The targeted students for administering this test are students from SMK Saujana
Utama which involved a small group of students 100 students was chosen from form 1 to 5.
The reason that the school is being selected because I already joined Telegram group which
consist of students with different classes. So, It is easier for me to make variations of
respondent rather than the students that I taught during practical period.
19
willing to do or just ignore the link that will be posted out through Whatsapp or Telegram.
This test has no element of coercion.
Apart from that, the researcher maintains confidentiality in which the name and other
personal information will not be asked. The general information that will be asked to be the
indicator for this instrument, such as gender or age. Last but not least, at the end of the
research, the data that has been collected will be deleted permanently to ensure all the data
the been stored were not used again and to protect the confidentiality of respondents. Lastly,
the researcher also put the name and phone number in the description of the questionnaire
where it needs to be ready to be questioned by respondents if they have any questions
regarding the question or other inquiries.
20
Firstly, The researcher define the problems that arises among students in SMK
Saujana Utama. Then, the researcher follows by applying the ethics from the Faculty of
Education to access permission for conducting the research in the school which accordance to
the formal steps in doing research. After that, the researcher administering the instrument that
suitable with the respondent that been chosen which are from form 1 and form 2. After get
the approval from the faculty, the questionnaire will be distributed by online platform via
Whatsapp group and Telegram. The data will be collected automatically on Google Forms
and always keep on checking the number of respondents should be achieve the target which
are 30 respondents. Then, after the data complete with required respondent, the data will be
analyse on SPSS (Statistical Package for the Social Sciences) system.
21
towards online gaming addiction Correlation Test
and the formation of attitude and
personality among secondary
school students in Malaysia.
3.9 Conclusion
22
4.0 References
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(2017). Internet Gaming Addiction in Adolescence: Risk Factors and Maladjustment
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ResearchGate, 648-658.
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Shin, W. (2007). Addicted to Flow or Game? Exploring the Linkage between Flow and
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Demetrovics, Z. (2011). Why do you play? The development of the motives for online
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Eskasasnanda, D. P. (2017). Causes and Effects of Online Video Game Playing among
Junior-Senior High School Students in Malang East Java . International Journal of
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