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...

Full description

Saved in:
Bibliographic Details
Main Author: Asma’ Binti Ahmad
Format: Thesis
Language:en_US
Subjects:
Tags: Add Tag
No Tags, Be the first to tag this record!
id my-usim-ddms-12570
record_format uketd_dc
spelling my-usim-ddms-125702024-05-29T04:21:00Z Measuring The Relationship Of Online Video Games Addiction And Resilience Amongst Form 4 Students In Kuala Pilah Asma’ Binti Ahmad 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. Universiti Sains Islam Malaysia 2022-07 Thesis en_US https://oarep.usim.edu.my/handle/123456789/12570 https://oarep.usim.edu.my/bitstreams/d2b9602c-db96-4a52-b2ff-e65d8c421105/download 8a4605be74aa9ea9d79846c1fba20a33 Internet addiction Internet addiction in adolescence Internet games
institution Universiti Sains Islam Malaysia
collection USIM Institutional Repository
language en_US
topic Internet addiction
Internet addiction in adolescence
Internet games
spellingShingle Internet addiction
Internet addiction in adolescence
Internet games
Asma’ Binti Ahmad
Measuring The Relationship Of Online Video Games Addiction And Resilience Amongst Form 4 Students In Kuala Pilah
description 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.
format Thesis
author Asma’ Binti Ahmad
author_facet Asma’ Binti Ahmad
author_sort Asma’ Binti Ahmad
title Measuring The Relationship Of Online Video Games Addiction And Resilience Amongst Form 4 Students In Kuala Pilah
title_short Measuring The Relationship Of Online Video Games Addiction And Resilience Amongst Form 4 Students In Kuala Pilah
title_full Measuring The Relationship Of Online Video Games Addiction And Resilience Amongst Form 4 Students In Kuala Pilah
title_fullStr Measuring The Relationship Of Online Video Games Addiction And Resilience Amongst Form 4 Students In Kuala Pilah
title_full_unstemmed Measuring The Relationship Of Online Video Games Addiction And Resilience Amongst Form 4 Students In Kuala Pilah
title_sort measuring the relationship of online video games addiction and resilience amongst form 4 students in kuala pilah
granting_institution Universiti Sains Islam Malaysia
_version_ 1812444840638545920