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information, changed the way people connect and communicate with others,
and allowed people to do faster and cheaper processing through the Internet,
which has made our life easier in many ways. In 2019, more than 80 per cent
statistics, the average Malaysian citizen spends more than 6.7 hours online
in their 20's allocated on average 8.0 hours daily to go online, followed by 7.3
hours of those in their 30's, 5.9 hours of those in their 40's and 4.5 hours of
those in their 50's. (MCMC, 2017) One study found that 95 percent of adults
with college or graduate degrees are Internet users (Fadil Azim, Mohd Zam &
million (about RM2.45 billion) in revenue for the gaming industry this year, the
highest in the region. Computer games provide players with fun and
entertainment, but they are also addictive enough to explore, play, win, lose,
retry and complete a given task. (Rubijesmin Abdul Latif,2017) In online games,
players can not only enjoy the novelty and excitement of the game itself but
also achieve success in the virtual world that cannot achieve in the real world.
Online games are illusory, allowing players to place themselves in a role play
to create their ideal world. Nor do they have to face the unavoidable pressure
Most people play games without affecting their lives, but a few players seem
to have health problems with the game addiction. Therefore, the American
Video game addicts spend most of their time playing games rather than
video games and prioritize their game achievements over all other activities,
such as spending time with friends and family, school grades, job performance
and relationships. Video game addiction can also be defined as a serious loss
of control over the game, resulting in serious harm to the player in the real world.
4.9
4.1
3.1
Gamers in Malaysia(millions)
Years
14
2017
Gamers in China (millions)
Years
626
566 583
517 534
495
410