Excessive use of computer: computer games addiction / Intan Liyana Zulkifli

The objectives of this research are to find out the existence of computer games addiction among FITQS students and to identify the effects of the addiction. This research is done by conducting a survey, distributing questionnaire precisely, within the faculty to collect data from students to be proc...

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Main Author: Zulkifli, Intan Liyana
Format: Thesis
Language:English
Published: 2007
Online Access:https://ir.uitm.edu.my/id/eprint/63992/1/63992.PDF
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id my-uitm-ir.63992
record_format uketd_dc
spelling my-uitm-ir.639922023-08-28T09:22:11Z Excessive use of computer: computer games addiction / Intan Liyana Zulkifli 2007 Zulkifli, Intan Liyana The objectives of this research are to find out the existence of computer games addiction among FITQS students and to identify the effects of the addiction. This research is done by conducting a survey, distributing questionnaire precisely, within the faculty to collect data from students to be processed by using a statistical tool. After conducting an analysis, the result turns to be that 74% of the targeted audience is addicted to computer games. It is found that this problem can affect gamers in several ways such as health conditions, communication with society and surrounding, study performance, and financial state. It is recommended that this research is continued so that more information on this area can be gathered for future references and is adaptable to our country's environment. 2007 Thesis https://ir.uitm.edu.my/id/eprint/63992/ https://ir.uitm.edu.my/id/eprint/63992/1/63992.PDF text en public degree Universiti Teknologi MARA (UiTM) Faculty of Computer and Mathematical Sciences Osman, Rozianawaty
institution Universiti Teknologi MARA
collection UiTM Institutional Repository
language English
advisor Osman, Rozianawaty
description The objectives of this research are to find out the existence of computer games addiction among FITQS students and to identify the effects of the addiction. This research is done by conducting a survey, distributing questionnaire precisely, within the faculty to collect data from students to be processed by using a statistical tool. After conducting an analysis, the result turns to be that 74% of the targeted audience is addicted to computer games. It is found that this problem can affect gamers in several ways such as health conditions, communication with society and surrounding, study performance, and financial state. It is recommended that this research is continued so that more information on this area can be gathered for future references and is adaptable to our country's environment.
format Thesis
qualification_level Bachelor degree
author Zulkifli, Intan Liyana
spellingShingle Zulkifli, Intan Liyana
Excessive use of computer: computer games addiction / Intan Liyana Zulkifli
author_facet Zulkifli, Intan Liyana
author_sort Zulkifli, Intan Liyana
title Excessive use of computer: computer games addiction / Intan Liyana Zulkifli
title_short Excessive use of computer: computer games addiction / Intan Liyana Zulkifli
title_full Excessive use of computer: computer games addiction / Intan Liyana Zulkifli
title_fullStr Excessive use of computer: computer games addiction / Intan Liyana Zulkifli
title_full_unstemmed Excessive use of computer: computer games addiction / Intan Liyana Zulkifli
title_sort excessive use of computer: computer games addiction / intan liyana zulkifli
granting_institution Universiti Teknologi MARA (UiTM)
granting_department Faculty of Computer and Mathematical Sciences
publishDate 2007
url https://ir.uitm.edu.my/id/eprint/63992/1/63992.PDF
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