Research Proposal

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FACULTY OF INFORMATION MANAGEMENT

BACHELOR OF INFORMATION SCIENCE (HONS) INFORMATION CONTENT


MANAGEMENT

(IM249)

EVALUATION OF INFORMATION SERVICES

(IMC651)

RESEARCH PROPOSAL:
GAMIFICATION ADDICTION AND ITS IMPACT ON MENTAL HEALTH
AMONG STUDENTS IN UITM PUNCAK PERDANA

Prepared by:

Nur Hudzaifah Binti Zamri (2020968735)

IM2495ST1

Prepared for:

Dr. Mohd Ridwan Bin Seman @ Kamarulzaman

Date of submission:
30th July 2021
Research Proposal:
Gamification addiction and its impact on mental health among students in Uitm Puncak
Perdana

By:
Nur Hudzaifah Binti Zamri (2020968735)
(IM2495ST1)

FACULTY OF INFORMATION MANAGEMENT


UNIVERSITI TEKNOLOGI MARA
PUNCAK PERDANA

JULY 2021
ACKNOWLEDGEMENT
First, we would like to express our gratitude to Him for enabling us to complete this
assignment for subject IMC651 - Evaluation of Information Service. Honestly, we owe a
great many thanks to many people, especially to all the friends who helped and supported
us during the completion of the assignment.

Here, we would like to sincerely thank our lecturer for this subject, Dr. Mohd
Ridwan Bin Seman @ Kamarulzaman for providing his invaluable guidance, comments
and suggestions for us in doing the assignment. Without his help, this assignment would
have been a little success.

Finally, our appreciation also extends to those who are willingly involved,
including our parents, for giving us strength and support throughout the process of
completing this assignment. Hopefully, our hard work will pay off by getting a good mark
for this assignment.

By,
Nur Hudzaifah Binti Zamri
Universiti Teknologi MARA Puncak
Perdana Faculty of Information
Management
July 2021.

CHAPTER 2: Review of the Literature [30 MARKS]


In this chapter there is an exhaustive review of recent and related literature. Subheadings of
the review are suggested: (a) overview (literature related to the history of the problem,
concepts, viewpoints, etc.); (b) opinions of experts (compare and contrast points of view); (c)
review of research (compare and contrast findings); (d) present status of topic including
community assessment data, and how the present project extends knowledge and practice;
and (e) summary statements (how the present project is related to all the above). Other
organizational patterns are possible, as long as the various components are included. The
student MUST present a complete picture (based on the literature) of the
conceptual/theoretical basis, opinions/research to date, and the relationship of the present
project to the above. All studies cited, individually and collectively, are critiqued, and then
used to develop a clear and compelling argument for why the project was justified. This
section will have 10-15 pages.

CHAPTER 3: Methods and Procedures [30 MARKS]


In this chapter the methods and procedures used in the project are elaborated. Each
procedural component is explained in detail and is related to the statement(s) of need. In this
chapter, the exact process used to answer the statement(s) of need is specified. The
procedures are specific enough that another researcher can replicate the project. This chapter
should includes :
1. Study design (type of study)
2. Study instrument
a. Validity
b. Reliability
c. Pilot test
3. Research subject
a. Population
b. Sampling procedure
4. Research procedure
o Data collection technique
o Analysis of data

This section will have 7-10 pages.

CONCLUSION (5 MARKS)
The final section of research proposal is the overall conclusion of the proposal. The
conclusions are a general “summing up”, reached by implications for information
practitioners and the importance of conducting the research. This section will have 1 - 2
pages.

Abstract:
Mobile gaming addiction is a growing concern that increases the user's risk for physical and
psychological health problems. Video game addiction is part of the so-called Internet Gaming
Disorder (IGD) and is often associated with Gambling Addiction. In general, IGD has been linked to a
poorer academic performance of students in educational institutions. However, a study conducted
by Samaha and Hawi (2016) revealed that there is no relationship between smartphone addiction
risk and academic performance. This denotes a disparity on the result of academic performance
between IGD and mobile phone addiction. Cyber-bullying, on the other hand, is also an ethical
concern that has affected several young adolescents and adults. Previous studies on traditional
bullying and cyberbullying revealed that both can greatly impact school performance of students
among others. As far as the present study is concerned, no studies have been conducted which
determines whether mobile game addiction and cyberbullying are causal factors for the academic
performance of students. It is now the objective of the present study to determine whether both can
negatively affect the academic performance of students. This study employed a quantitative
approach to determine a possible correlation between mobile game addiction and cyberbullying
with student academic performance. A total of eighty-five (85) respondents from National University
- Philippines answered two questioPnnaires through Google Forms, namely, the Game Addiction
Questionnaire and Cyberbullying Questionnaire. Convenience Sampling was used to gather the
respondents of the two surveys. Both cyberbullying and mobile game addiction (constructs) were
neglected as causal factors for the students' academic performance. However, it can be concluded
that those who have been a victim of cyberbullying are most likely to perpetrate or initiate
cyberbullying. Other results are further discussed in the paper.

This thesis is about the effects of online game addiction on both Swedish and Chinese undergraduate
students at University of Gävle, Sweden. It aims at investigating the impact that online games have
on undergraduate students at University of Gävle, Sweden. As most of the previous researchers in
this area conducted a quantitative research, we decided to do a qualitative research which can help
us to get a deeper and better understanding of online game addiction. We chose systems and
ecological perspectives as our theory and analyzed our data using the hermeneutic approach. The
methodology we used is interview; which entailed four interviews with both Swedish and Chinese
undergraduate students. On the basis of the research the results we got are that; most of the
students we interviewed are having problems with health and studies because of online gaming; and
some of them are having bad relationships with friends and families, however, some of them have a
good relationship with their parents
RESEARCH PROPOSAL

Gamification Addiction and Its Impact on Mental Health among Students


in Universiti Teknologi Mara (UiTM) Kampus Puncak Perdana

CHAPTER 1: INTRODUCTION

1.0 BACKGROUND OF THE STUDY


The world has entered a new era of technological advancements since the late twentieth
century. In today's world, technological advancements have spread quicker than ever before.
The Internet, for example, has become an inextricable aspect of people's life. Online games
have grown in popularity in tandem with the rise of the Internet, and with today's easy
access to computer tablets and smart phones, accessing and playing online games has never
been easier. Excessive and compulsive usage of video games on computers or mobile
phones leads to social and/or emotional problems; despite these problems, the gamer is
unable to control his or her excessive use (Lemmens, Valkenburg, & Peter, 2009).

Online gaming may be incredibly engrossing and time-consuming, and some gamers
devote so much time and effort to it that they forgo eating, sleeping, hygiene, exercise,
education, and work in order to spend more time immersed in the enjoyable, rewarding, and
persistent virtual worlds (Hsu and Yu, 2007; Hussain and Griffiths, 2009). Children's and
teens' obsession with computer games leads to a slew of mental, physical, and social issues.
These side effects include inducing rage and violence, obesity, game-induced seizures,
social isolation, and other bodily and mental harm. The impacts of these games have been
studied by many psychologists and mental health specialists.

According to studies, spending too much time playing online games can have negative
consequences in one's life, ranging from psychological issues such as depression, loneliness,
escape from reality, and lack of self-control (Gordon, 2011) to interpersonal issues such as
social phobias and social avoidance, as well as poor academic and school performance.
Internet addiction is a type of impulse control issue that occurs without the use of alcohol or
drugs (Young, 1999). It can also be seen as a psychological reliance on the internet,
regardless of the programmed or network to which one has subscribed (Kandell, 1998).

Internet addiction, according to Beard and Wolf (2001), is defined as the usage of the
internet to the point where it causes psychological, social, or occupational challenges in
one's life. Game addiction and internet addiction are treated as independent variables in this
study. The heavy use of the internet, which includes social networking, browsing, and
watching YouTube, is known as internet addiction. According to CYIA (2010), 47.9 percent
of the adolescent internet addicts suffer online game addiction, who spend most of the time
online playing games.
Considering the increasing rate of addiction to computer games among student in
Universiti Teknologi Mara, UiTM Kampus Puncak Perdana, Selangor, the present study
was conducted to investigate the effects of addiction to computer games on physical and
mental health including physical health, anxiety, and depression and impaired social
functioning.

1.1 PROBLEM STATEMENT

The coronavirus (COVID-19) pandemic has impacted negatively on people's lives


across the world. Stay-at-home mandates and quarantines have boosted digital
entertainment consumption, especially online gaming and related activities (such as
esports viewing and videogame streaming) (Javed, 2020; Perez, 2020). During the current
pandemic in Malaysia, a large portion of students' free time is spent playing computer
games. The attraction of these games to adolescents is due to their excitement and
accessibility, while authorities and families do not have a solid plan for students' free time
and there are few possibilities for their enjoyment.

To some extent, computer games can be beneficial, but long-term use can lead to a
variety of physical and mental problems. Long-term involvement with these games results
in the players experiencing long-term tension, restlessness, and worry, as well as physical
tensions and real physical stimulations during the game. Sympathetic nervous system
stimulation generates anxiety sensations in the player by progressively making this system
sensitive and ready for response to limiting stimuli.
1.2 RESEARCH OBJECTIVES
The purpose of this study is to identify the Gamification addiction and its impact on
mental health among students in Uitm Puncak Perdana. This study suggests several research
objectives to be attained as follows:
i. To figure out the significant factors that contribute to online game addiction among
student in UiTM Puncak Perdana.
ii. To identify the signs of gamification addiction among students.
iii. To determine the gamification addiction effect on students' mental health.

1.3 RESEARCH QUESTION


The research question of this study is:
i. What significant factors contribute to online game addiction among student in UiTM
Puncak Perdana?
ii. What is the sign of students who are addicted to games?
iii. How does gamification addiction effect on students' mental health?

1.4 THE SIGNIFICANT OF THE STUDY

This research is conducted to study the significant factors of gamification addiction


and its impact on mental health among students in UiTM Puncak Perdana. Therefore, this
study will provide useful insights not only to the students but also to the community. There
are several benefits of this study. Firstly, they will get to know the factors that influence
student to become addicted to games. In this modern technological era, an increasing
number of people are beginning to utilize the internet, and online gaming or online video
games have become immensely popular among the younger population, particularly
students. Online gaming will provide an escape from reality for teenagers or students, and
most of them will experience an addicting adrenaline rush when confronted with a new task
in a game. People find it difficult to limit their time spent online, and this condition even
produces signs of compulsive online gaming players.

Online gaming addiction is still a mysterious problem in social life, and people find it
difficult to govern their time spent online. Secondly, they can identify the warning sign of
the students who are addicted to games. According to surveys, between 1% and 16% of
video gamers fit the criteria for addiction. However, different organizations have varied
definitions of video game addiction. Given this, determining if your or someone else's
gaming falls into the average or heavy categories might be difficult. Lastly, from this study
we can determine the gamification addiction's effect on student mental health, and it can
also identify either it will have a positive or negative impact on the mental health of
students.

1.5 DEFINITION OF TERMS


i. Gamification

“Using game-based mechanics, aesthetics, and game thinking to engage people, inspire
action, encourage learning, and solve problems,” according to Kapp. According to
different authors, the definition of gamification varies slightly, but the essential
principle stays the same: gamification as a method to “increase involvement in some
activity using game aspects, offering enjoyment and fun”. Nick Pelling coined the term
‘gamification' in 2002 (Marczewski, 2012), and it refers to the concept of applying
game design concepts, mechanics, aesthetics, and frameworks to non-game
circumstances, such as education, in order to motivate or encourage a specific
behaviour through improving user engagement (Deterding et al., 2011).

ii. Addiction

Medical News Today define addiction as the inability to stop taking a substance or
engaging in an activity even though it is harmful to one's mental and physical health.
Addiction does not simply relate to drug addiction to substances like heroin or
cocaine. Some addictions may include the inability to stop doing things like gambling,
eating, or working. Other than that, “A treatable, chronic medical condition involving
intricate connections among brain circuits, heredity, the environment, and an
individual's life experiences,” according to the American Society of Addiction
Medicine. Addicts utilise substances or participate in compulsive behaviours, which
they often continue despite negative consequences.”

iii. Mental Health


According to (What Is Mental Health, 2020) Our emotional, psychological, and social
well-being are all part of our mental health. It has an impact on the way we think, feel,
and act. It also influences how we deal with stress, interact with others, and make
decisions. Mental health is vital at all stages of life, including childhood, adolescence,
and maturity. If you have mental health difficulties, you are thinking, mood, and
behaviour may be altered over the course of your life. Biological variables, such as
genes or brain chemistry, are among the many factors that contribute to mental health
issues. Trauma or abuse in one's life, as well as a family history of mental illness.
[ CITATION Wor18 \l 17417 ] defines as an important aspect of overall well-being.
"Health is a condition of complete physical, mental, and social well-being, not only
the absence of disease or disability," according to the WHO constitution. This
definition implies that mental health encompasses more than the absence of mental
diseases or disabilities.

1.6 LIMITATION OF THE STUDY

There are several potential limitations to this study. First, this study relied on the
questioner which it been conduct through online due to the pandemic that happen
nowadays which make it is difficult to conduct questioner through paper. Furthermore,
due to this pandemic situation, I was not able to conduct the survey using the interview
method, where for me it was easier to interact and get a more thorough explanation. Other
than that, determining how many students at UiTM Puncak Perdana are addicted is
challenging. Another issue is that there is now no formal testing procedure or even
criterion for classifying internet gaming addiction. According to (Block, 2008), most
researchers base their conclusions on DSM-IV criteria for pathological gaming addiction,
which is difficult to diagnose due to the existence of comorbidities.

1.7 SUMMARY

The background of the study, the problem statement, the study's purpose, the study's
significance, the definition of terminology, and the study's limitations have all been
discussed in this chapter. The next chapter will give the literature review that is relevant to
this investigation.
CHAPTER 2: LITERATURE REVIEWS

2. 0 INTRODUCTION

This chapter included a literature review that took a critical look at existing research
relevant to the study. Literature review is carried out by checking other researcher's work
to comprehend and analyse the study's difficulty. The review is significant since it
indicates what knowledge and ideas have been established in this investigation. We
decided to investigate the factors that contribute to online game addiction, the signs of
gamification addiction, and the impact of gamification addiction on students' mental health
to appropriately accomplish the research goal. To do so, we looked for scientific journals,
reports, and research papers on the topic of our research.

2.1 DEFINITION AND CONCEPT

Video game addiction is defined as the compulsive or uncontrollable use of video


games to the point where it interferes with other aspects of a person's life. Video game
addiction, which is often considered a sort of computer or internet addiction, has become a
growing issue for parents as video games have become more widespread and are
frequently marketed at youngsters. Computer games, console games, arcade machine
games, and even cell phone and advanced calculator games are all examples of video
games. Games can be incorporated in social media platforms like Facebook. Gaming has
developed into a multibillion-dollar business since the 1950s. Some people are concerned
about the long-term consequences of video game use, especially among children.

Gaming addiction, also known as gaming disorder, video game addiction (VGA), and
computer game addiction, is one of the newest types of addiction to develop, and there is
still dispute regarding whether it should be classified as a separate diagnosis. Regardless of
its exact medical classification, gaming addiction has caused untold suffering to many
people in recent decades, and an increasing number of people are now being treated for it
in the UK and around the world. Gaming addiction is defined as the compulsive playing of
video games to the point where it causes bodily and/or mental impairment, as well as other
negative consequences for the player.

Some people are unable to stop playing video games for lengthy lengths of time, which
can have major health consequences — fact, several fatalities have been linked to such
long periods of gaming. Others may be able to stop after a while, and indeed to break up
their gaming with periods of work and/or academic activity, but they are unable to break
free from their gaming addiction and allow it to control their lives, potentially at the
expense of previously valued relationships, activities, and ambitions.

2.2 PREVIOUS RESEARCH

Firstly, previous research suggested that students and teenagers are more susceptible to
Internet addiction because they have more time and resources (such as being on campus)
to do so (Young, 1998b; Nalwa and Anand, 2003; Soule et al., 2003). Second, factors such
as perceived fun and descriptive standards play a central role in online game addiction.
Players wanting pleasurable encounters to become repeat users, according to the literature
(Hsu and Lu, 2007). As a result, these players are more prone to acquire a psychological
addiction to online games (Chou and Hsiao, 2000). To put it differently, online gaming
players may find it more enjoyable to play with their friends or significant ones. Finally,
when players believe they have greater choice over whether they play online games, they
are less likely to become addicted to them.

Some researchers have suggested that being on the Internet or playing online games can be
used as a stress coping method (Wood & Griffiths, 2007; King & Delfabbro, 2009),
implying that people who are worried can use games or the Internet to divert themselves.
According to the research, game addiction has an impact on melancholy, anxiety, and
tension. This is in line with Gentile et al. (2011) research, which found that persons who
play video games excessively are more likely to become sad, worried, and develop social
phobias.

Students may utilise games as a coping mechanism to deal with stressful conditions in
their daily life (Wood & Griffiths, 2007; King & Delfabbro, 2009). Another study revealed
that when a person becomes addicted to video games, sadness, anxiety, social phobia, and
school performance all worsen; however, when the person stops playing, the condition
gradually improves (Gentile et al., 2011). Excessive gaming can take up time that would
otherwise be spent with their immediate family, friends, and social circle.

This would cause them to become more aloof and lonelier, which in turn could lead to
stress (Nie, 2001). This may cause individuals to overlook their academic work, home
responsibilities, and financial concerns, resulting in stress (Griffiths, 2008; McKenna&
Bargh, 2000). Self-regulation mediated an indirect effect of game addiction and Internet
addiction on depression.

University students reported a better level of self-regulation, indicating their ability to


manage their time. Internet use is most often for completing homework or finding
academic material. They may stay up late or even wake up early to play games while they
accomplish their daily activities such as homework or domestic chores, despite having less
time to sleep or rest. When students become addicted to a game or the Internet, they miss
deadlines and accumulate a large amount of backlog in their day-to-day academics, which
can lead to depression.

2.3 CONCEPTUAL FRAMEWORK

Factor
Gamification
Addiction
Sign
Student at UiTM,
Kampus Puncak
Perdana
Impact on student’s
Impact
Mental Health
REFERENCES

Block, J., 2008. Issues for DSM-V: Internet Addiction. The American Journal of
Psychiatry [e-journal] 165(3), pp. 306- 307 Available through: Psychiatry Online
[Accessed 7 September 2012]

Nalwa, K. and Anand, A.P. (2003), “Internet addiction in students: a cause of concern”,
CyberPsychology & Behavior, Vol. 6 No. 6, pp. 653-6.

Hsu, C-L. and Lu, H-P. (2007), “Consumer behavior in online game communities: a
motivational factor perspective”, Computers in Human Behavior, Vol. 23 No. 3, pp.
1642-59.

Chou, C. and Hsiao, M-C. (2000), “Internet addiction, usage, gratification, and pleasure
experience:the Taiwan college students’ case”, Computers and Education, Vol. 35 No.
1, pp. 65-80.

Wood, R. T. A., & Griffiths, M. D. (2007). A qualitative investigation of problem


gambling as an escape-based coping strategy. Psychotherapy: Theory, Research, and
Practice, 80(1), 107-125.

Gentile, D., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011). Pathological
video game use among youths: A two-year longitudinal study. Pediatrics, 127(2), e319-
e239. doi: 10.1542/peds.2010-1353
McKenna KYA, Bargh JA. 2000. Plan 9 from cyberspace: the implications of the Internet
for personality and social psychology. Personality and Social Psychology Bulletin, 4,
57-75

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