Research Proposal
Research Proposal
Research Proposal
(IM249)
(IMC651)
RESEARCH PROPOSAL:
GAMIFICATION ADDICTION AND ITS IMPACT ON MENTAL HEALTH
AMONG STUDENTS IN UITM PUNCAK PERDANA
Prepared by:
IM2495ST1
Prepared for:
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)
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.
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
CHAPTER 1: INTRODUCTION
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.
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.
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.
“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.”
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.
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.
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.
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.
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