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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
4.2
9-10
FINDINGS
5.1
Demography
10-13
5.2
14-18
5.3
Health Issue
18-21
5.4
21-26
5.5
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.
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.
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.
(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
11
11 R. David. (2011) An Investigation Into The Effects Of Online Gaming On Young People And Children.
Multiplayer Online Games Design. Staffordshire University
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.
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
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).
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/
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.
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
41%
53%
18
14
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.
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.
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.
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.
12%
68%
0%
20%
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
15%
15%
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.
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.
18%
26%
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.
23%
Strongly Agree
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.
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.
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.
to be addicted to gaming.
6%
Strongly Agree
41%
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.
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.
15%
15%
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
18%
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.
Strongly Agree
9%
Agree
35%
35%
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.
out with my
Strongly Agree
Agree
Neutral
29%
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,
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.
26%
3%
21%
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
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.
3%
9%
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
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.
3% 3%
Strongly Agree
Agree
Neutral
Disagree
35%
Strongly Disagree
Strongly Agree
10
Agree
12
Neutral
10
Disagree
Strongly Disagree
0%
15%
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.
12% 6%
Strongly Agree
23%
18%
Agree
Neutral
Disagree
Strongly Disagree
41%
playing.
Strongly Agree
Agree
Neutral
14
Disagree
Strongly Disagree
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.
12%
15%
Strongly Agree
Strongly Agree
Agree
Disagree
Neutral
10
Strongly Disagree
Disagree
Strongly Disagree
Agree
18%
26%
29%
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
9%
18%
12%
29%
32%
Disagree
Strongly Disagree
Strongly Agree
Agree
11
Neutral
10
Disagree
Strongly Disagree
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.
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
12
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14
The respondents are more likely to avoid from having any conversation with people
17
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