Measuring The Relationship Of Online Video Games Addiction And Resilience Amongst Form 4 Students In Kuala Pilah

Background: Internet and online gaming addiction has become a global problem. Online gaming addiction has been linked to specific mental health issues such as depression and anxiety. Research on online game addiction is essential in Malaysia, given the lack of research in this country. After the Mov...

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Main Author: Asma’ Binti Ahmad
Format: Thesis
Language:en_US
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Summary:Background: Internet and online gaming addiction has become a global problem. Online gaming addiction has been linked to specific mental health issues such as depression and anxiety. Research on online game addiction is essential in Malaysia, given the lack of research in this country. After the Movement Control Order following COVID-19 was tightened in March 2020, the statistics of internet users and online games have increased. This study aims to identify the level of awareness based on knowledge and attitudes about online video game addiction with the story of students' resilience. This study is a descriptive study that uses quantitative methods, T-test and correlation. The study respondents comprised 200 Form 4 students at a secondary school in Kuala Pilah, Negeri Sembilan. The research tool used is a set of questionnaires that contain four parts which are sections. A related to the respondent's Socio-demographics, part B, is the level of internet addiction of the respondent, The Malay Version of Internet Addiction (IAT) by Kimberly Young (1998), part C is the status of online gaming habits by using the Internet Gaming Disorder Scale-Short-Form instrument (IGDS9 -SF), part D is the student's Resilience level and in Part E the level of Problem Solving Skills. Data were analyzed and processed using the Statistical Package for Social Sciences (SPSS) version 23.0. Based on Pearson correlation analysis of the relationship between internet addiction and internet gaming disorder. The results for the association between internet addiction and internet gaming disorder (r=0.732, p <0.01) are not significant because the p-value is lower than 0.01, that is 0.00, and the strength of the relationship between these two variables is very c or related b because of the results is 0.732, and it is higher than 0.70. It means that even if the p-value is not significant, it does not mean that the variable has no relationship between the variables. For the regression results, based on the results above, the Standardized Coefficient (Beta) for internet addiction is B= 0.641, and the p-value is <0.01. It means that internet addiction accounts for 64.1% of internet gaming disorders. After that, the value (R2 = 0.536) shows that the deal is close to 1.0, which means that the percentage contributed is more accurate. Finally, the value of F = 229.017, i.e. p < 0.01, shows that the hypothesis is valid and accepted. Based on the findings of this study, some implications and recommendations for future studies have been discussed in the writing of this dissertation.