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Running Head: The Effects of Online Game: A study on Online Game Addiction among

UNISELs Shah Alam Campus Students.

The Effects of Online Game: A study on Online Game Addiction among UNISELs
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

1.3

Problem Statement

Research Question

Scope of Study

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

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 UNISELs 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 UNISELs 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.

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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.

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.

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.

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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 universitys 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

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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 peoples 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

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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.

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teenagers react towards frustration and stresses (Wlfling, Thalemann, & Grsser, 2008).
For example, problematic gamers will indeed show off emotions like anger, depression and
frustration. But its 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 ideas 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 wouldnt 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

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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 UNISELs 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 respondents 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.

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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

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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

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

FAD

FBHS

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).

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Gadget Owned
13%

GADGET OWNED
36%

Computer

Computer

23

Handphone

Hand phone

32

Tablet

Tablet

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 doesnt 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.

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Have Internet Access at Home


9%
Yes

HAVE INTERNET

No

ACCESS AT HOME

91%

Yes

31

No

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

1-5 years old

6-12 years old

18

6-12 years old

13-20 years old

14

13-20 years old

>21 years old

>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.

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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

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

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.

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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

2 - 3 days

2 3 days

13

1 day

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

13 - 18 hour

13-18 hour

7 - 12 hour

7-12 hour

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.

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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

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

More than 7

More than 7

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

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

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 dont 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 nos 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, its 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

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

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 didnt feel any sort of negative feeling such as angry or stress if they lose in
the online games. Otherwise, the respondent claimed that they dont 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

Neutral

Neutral

24

Strongly Disagree

Strongly Disagree

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 didnt 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

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

Neutral

19

Strongly Disagree

The next question that has been asked by the researcher is did the respondent
willing to play the games from the beginning if the games data lost or deleted. About 9
(26%) of the respondents are willing to start over playing the games from the beginning if
the games 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

Strongly Disagree

Neutral

18

Strongly Disagree

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

Neutral

24

Strongly Disagree

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

Neutral

26

Strongly Disagree

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 didnt 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

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
players 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 didnt 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

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 (sellers


presentation of the game) attract me
to play the game in the first place.

The advertisers' sales


pitches (sellers
presentation of the
game) attract me to

15%

15%

play the game in the


Strongly Agree

first place.

Neutral

Strongly Agree

Strongly Disagree

Neutral

24

Strongly Disagree

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

Strongly Disagree

Neutral

23

Strongly Disagree

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

Agree

Neutral

12

Disagree

12

Strongly Disagree

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

Agree

Neutral

11

Disagree

10

Strongly Disagree

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

Neutral

Agree

Disagree

Neutral

16

Disagree

Strongly Disagree

Strongly Disagree

47%

than

From the data received, 16 of the respondents (47%) say its 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

Neutral

Agree

Disagree

Neutral

12

Strongly Disagree

Disagree

Strongly Disagree

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

Agree

Neutral

11

Disagree

12

Strongly Disagree

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

Agree

10

Neutral

12

Disagree

Strongly Disagree

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

Strongly Disagree

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 wont 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

Strongly Disagree

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

Neutral

Agree

11

Disagree

Neutral

14

Strongly Disagree

Disagree

Strongly Disagree

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 Im
playing.

I fantasize on being the


character of the online
video games that Im

12% 6%

Strongly Agree
23%

18%

Agree
Neutral
Disagree
Strongly Disagree

41%

playing.
Strongly Agree

Agree

Neutral

14

Disagree

Strongly Disagree

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

Agree

Disagree

Neutral

10

Strongly Disagree

Disagree

Strongly Disagree

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

Agree

11

Neutral

10

Disagree

Strongly Disagree

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

Agree

Agree

Neutral

Neutral

14

Disagree

Strongly Disagree

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 caf.
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 caf, 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 caf 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 Unisels student. The researcher use Covert Observational methods in this
research, because by use this methods they can see their respondents 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, Punamki RL, Wallenius MA, Nygrd CH, Rimpel 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 cant 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
respondents 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 didnt
really give any attention toward others people while he playing the games. While
respondents 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 persons 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, its
clearly show that the respondent are very addicted to the online game and that is why its
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 its
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 its 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 researchers 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 cant 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 todays 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 dont 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 didnt 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 respondents 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 dont 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 dont 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 dont 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 respondents 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 dont 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 someones health, social life , behaviour, and actions. If the players playing game
too much until they cant 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 dont 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 its 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 respondents 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. Its 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 respondents 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
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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.

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.

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

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.

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

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

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.

Dongseong Choi, Jinwoo Kim (2004). Why People Continue To Play Online Games: In
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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, Punamki RL, Wallenius MA, Nygrd CH, Rimpel 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 Grsser, S. M., Thalemann, R., & Griffiths, M. D. (2006). Excessive computer game
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