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Oleh
LINGGESWARAN A/L PANIRSELVAM
The main focus of this study is to find the relationship between 'online game' and mental health
among students the Inasis SME Bank, UUM is the main focus of the study. A total number of
295 students in SME Bank, UUM was selected as respondents for the study. 168 respondents
were male students and 127 respondents were female students. In developing the questionnaire,
the researcher has modified the Internet Addiction Test (IAT) Young (1998) and General
Health Questionnaire (GHQ) Golberg (1970) Scale. The questionnaire is divided into three
sections including demographic background, Online Gam Addiction Test and General Health
Questionnaire Scale. The Study results show that there is no significant relationship between
online game addiction and mental health among students in SME Bank Inasis. The findings
also indicate that there is a significant difference in the mean scores of online game addiction
based on genders and there no significant difference in the mean scores of online game
addiction based on ethnicity.
CHAPTER 1
INTRODUCTION
1.1 Introduction
Whale is the largest living animal in the world. The largest whale ever found is 108 feet long
which means it is bigger than the three big school buses and the size of the same passenger
plane but these are animals. The reason behind making this statement is because it relates to
online gaming and its name is the Blue Whale Game. Did you ever know and hear about this
Psychologist who was expelled from the university for violation of university regulations.
Regarding the creation of this game, he said, "I want to rid this society of the biological waste".
Now he is in Russian prison for 3 years. This Blue Whale Game game is introduced in Russia
in 2013. The game is known for many names such as "Waking up at 4:20 am," F 57 "and more.
In this game, players need to complete 50 tasks administered by this game admin After
completing all 49 tasks, the 50th task is to commit suicide (Sunny Giri, 2017).
This game works with conversations between admins and players. For example if you play
Blue Whale Game game then admin will contact you through chat app like WhatsApp,
Facebook or Messenger. He will give you 50 tasks to do (1 task each day) and will ask you to
show proof of the task. Professor Datuk Dr Chiam Heng Keng, a key figure in children and
teenagers psychology and early childhood education, reports youths are turning to destructive
online social and online games such as the Blue Whale game, which encourages teenagers to
end their lives as the way to solve their problems is worrying (Suzzana Pillay in the New Straits
Times 2017).
The Blue Whale game is an online game that is increasingly gaining momentum for humans
especially teenagers in countries such as Argentina, Brazil, Chile, India and Russia to record
the highest suicide case. One of suicide cases is said to have occurred in a 19-year-old teenager
in Karaganda, Kazakhstan on February 6, 2016. The boy jumped from the building and his
death was attributed to the Blue Whale Challenge challenge. In Russia, the rate of suicide is
high. Russian authorities say that 62 percent of teenage suicides are related to conflicts of
lovers, teachers, families and economics. Penny Patterson from London Grid for Learning
(LGFL) in a statement, released by the UK, by the Safer Internet Center stated, "Teenage
children need to be supervised and we need to realize that the Blue Whale Challenge is very
In Malaysia there are still no Malaysians linked to the Blue Whale Challenge. However, before
it became tarnished and the rice became better, the game was barred from spreading in
Malaysia. However, last year Malaysians were also surprised by the addictive cases of online
games such as the Blue Whale game which had a bad impact until the government took action
to control access to Pokemon Go. Is Pokemon Go dangerous? This is one of the questions
raised by Ahmad Termizi in Utusan Malaysia (2016). The Pokemon Go game became an
overwhelming desire and addiction to Malaysians after it was launched in the country on 8
august 2016. The game developed by Niantic, Inc. in collaboration with Pokemon Company
and Nintendo Co., Ltd is the fastest phone game to reach 10 million downloads down.
There are many questions raised as soon as the game is launched in Malaysia. This is because
the game Pokemon Go has a positive effect such as giving fun and can fill the free time. In
addition, there are also negative effects both physically, mentally and emotionally. For
example, in our own country, a journalist was injured due to motorcycle crashes as he pursued
and captured Pokemon in Kuala Lumpur. In Sungai Petani, Kedah, two men injured after being
both yourself and the people around it. Pokemon Go games can be categorized as 'online games'
or electronics. However, what is Online gaming? It means a game that requires the internet to
access the game. Without internet, an individual can not play the game.
The concept of connecting the electronic game system to the first television set is generated by
Ralph Bauer in the early 1950s. At that point, the term online game is not a common thing as
it is today. As a result of the increase in internet usage and access, gaming online games have
become increasingly popular all over the world as well as in Malaysia. Since the beginning of
2000, gaming market games worldwide have grown rapidly. In 2015, online games became a
But now the situation has changed with the speed of technological progress. Smartphones have
grown rapidly to compete with computers. Most online games can be downloaded in
smartphones and can play anywhere. The number of online games continues to increase from
year to year. Among the examples of online games popular among Malaysians, especially
In this age of technology, online gaming is increasingly becoming the madness of many
individuals regardless of their age. This online game is also global because it can be joined by
anyone and anywhere with the availability of internet facilities and the software used is
appropriate to the needs of the game. Most people prefer to find entertainment and fun in the
virtual world no matter what the goal is to achieve. Many assume that information technology
and internet networking facilities are used to find information and academic reference
materials, entertainment, finding contacts, sharing stories and experiences, business and others.
Many also think that the internet network can help widen the chances of finding and increasing
daily income. This shows that the facilities provided by this internet network are widespread
and unlimited. So, depending on the individual's self whether to take advantage or otherwise.
In everyday life of a person, one's career can influence emotions and thoughts. Pressure arising
from daily activities encourages one to find entertainment to reduce and eliminate stress.
Consequently, due to the time constraints to socializing then the most effective alternative is
software then the goal will be done at the fingertips. Internet users can save time at any time
Since this online game requires internet access to be accessed, students are directly or indirectly
addicted to online games similar to addicted to internet that have been shown in recent studies
Young, K. S. (2004). The use of internet frequently and for a long time or excessively is one
of the online gaming addictive symptoms. More specifically, online game addiction is
an encouragement or behavior related to the use of computers or smartphones and surf the
internet that bring damage and mental health problems (Ramayah, 2006).
Mental health problems are also widely reported. There are also clinics available to address
patients who are addicted to online games. In addition to the problem of addiction there is also
the pressure of feeling where this happens because players can not win a game. Players play
this game to relieve stress at work or pressure from everyday life but get more pressure from
the game that can not be solved. Additionally, players may also experience personality
disorders or personality disorders where the patient has two different identities. Taylor (1999,
2006) states that players will often play games in cyberspace using different personalities.
Compared to normal games, players can open multiple windows and use some avatars where
this avatar differs in terms of physical, personality and gender identity. Additionally, it can also
generate negative personality such as aggressive, do not want to get along, ego and so on.
Games that contain pornographic elements can also be resulting in mental disorders that may
affect social life (Munira Ismail, Nurhamizah Hashim & Junainah Abdullah, 2010).
This statement is supported by Cash, Rae, Steel and Winkler (2012) that many researchers and
clinical experts find a variety of mental disorders that occur in line with the case of internet
addiction. Based on the statement, it can be concluded that online game addiction can also
affect mental disorders such as internet addiction. This is because internet addiction and
addictive online games are two inseparable things that have links to each other.
What is meant by mental health? It refers to situations where an individual is aware of his
potential to be active on life stress, can work with productive and can contribute to society.
Mental health also refers to the way we think, feel, the way we act, interact with others and
deal with problems and overcome them. Among the examples of problems that occur due to
mental health are depression, general anxiety disorders, panic disorders, compulsive
obsessional disorders, stress after trauma and sleep disorders (Ministry of Health Malaysia).
The game is a repeat activity to gain comfort or to achieve a desired target (Tedjasaputra, 2008).
Play activities usually aim to reduce or divert stress when encountering problems. The
development of today's increasingly technological field turns out to bring about changes in all
aspects of life. Human creativity is growing, leading to the creation of various facilities and
One of the human creations is the internet. Once the Internet has been created, the online
gaming industry has grown rapidly. The development of this industry has brought great benefits
to those involved in the industry. However, the development of this industry indirectly brings
problems to the community, especially to teenagers. This can be proved by some of the research
that has been carried out. For example in South Korea, there are 70% of the 48 million people
in the country browsing the internet daily. They have spent 30,000 won (US $ 30 or RM 114)
In Korea there are 25,000 cybercafe in every district and online game players only need to
spend 1, 000 won (RM 3.70) per hour. According to South Korea's Health Ministry agency
report, 60% of 1, 500 teenagers have admitted they are addicted to online games. In addition,
China also faces similar problems. The Chinese government has planned to create a movie to
remind teenagers of the dangers of using the Internet. Most students in China feel that by
playing online games they can entertain and do not have to face real life (Hur & Ramayah,
2006).
Are Malaysians addictive internet? A media statement was issued by Tan Su Lin in Astro
Awani on October 6, 2016. He said the average time Malaysian students spent in cyberspace
were between three to five hours a day. In addition to getting information, most of them are
browsing social media sites and online games. More worrying, nearly 20 percent of children
spend time playing online games. This poses the risk of Internet addiction at a young age.
Chairman of the International Association for the Attacks Association (Isia) 2016, Dr.
Norharlina Bahar said the sign of internet addiction is the failure to carry out daily routines as
Nevertheless, the progress made by the internet industry as well as the facilities available from
it can not be blamed as a whole. This is because the use of this online game is an ancillary
activity if you feel bored and to fulfill your free time. However, it has a negative impact on the
user if it is used more than usual and addicted to the game. Users who are addicted to online
gaming have certain personality traits that are causing them to have psychological problems
(Rhodes, Courneya & Jones, 2005) and (Joinson, 1998). By definition, personality is a unique
adjustment symbol in life for someone. Included in personality are the key tricks, interests,
motivations, values, self concepts, abilities and patterns of feelings (APA Dictionary of
Psychology, 2007).
In March 2017, researchers in the United States conducted a study (American Journal Of
Psychiatry) aimed at testing online game-related behavior. Research findings show that anyone
who plays online games mostly does not have any Internet gaming disorder symptoms. Online
game addiction for a short period of time is no longer identified as a mental disorder in the
(DSM-5. However, Internet gaming disorders have been identified and classified in DSM-5.
I. Identify whether there is a link between online game addiction and student mental health.
II. Identify the difference in mean score of online game addiction based on gender.
III. Identify the difference in mean score of online game addiction based on race.
I. Is there a significant relationship between online gaming addiction and student mental
health?
II. Is there a significant difference in online game addiction scores between male and female
students?
III. Is there a significant mean difference in online gaming addiction scores based on race?
There are three research hypotheses that have been developed to achieve the objectives of the
Ho1: There is no significant relationship between online game addiction and mental health.
Ho2: There is no significant difference in the online gaming addiction score by gender.
Ho3: There is no significant difference in online gaming addiction scores based on race.
GENDER
ONLINE GAME
MENTAL HEALTH
ADDICTION
NATION
Figure 1.1 Review Framework
Figure 1.1 shows the framework for this study which examines the relationship between online
games addiction and student mental health. Online game addiction is an independent variable.
The findings of this study are expected to help and give students an awareness of how well
their mental health is affected when they are addicted to online games. Apart from getting
awareness about mental health, students also gain knowledge about the amount of time spent
on beneficial activities. For example, there are students who are unaware that they spend a lot
of time playing online games to forget about other tasks that are important. Students will also
get a lesson through this study, that every thing made is a limit. If it exceeds the limit, then the
This study also provides exposure to parents to ensure that they care about things related to
daily activities of children. This will indirectly alter parents' attitudes to educating their children
to be more concerned with mental health with an overwhelming game online game which is a
cause for the student's mental health deterioration. Therefore, parents will always monitor their
children in order not to be addicted to online gaming games to maintain mental health.
1.7.3 Importance of Upcoming Study
Researchers who wish to conduct researches in the future can use the findings of this study as
a reference to a more in-depth study of online games and negative effects on other aspects such
1. This study aims at respondents of all ages, sex and race in the Inasis Sme Bank
accommodation. This is because, the accommodation is a place where students spend a lot of
2. Mental health can be tested based on the online level of addictive games by Sme bank inasis
students. The information from the respondents depends on their feedback on the questionnaire
distributed.
Instruments used in this study are questionnaires only. Hence, reliability and validity depend
In this study, addiction refers to the behavior of students who spend more time on an activity
that is meaningless to oneself that is playing online games to forget about the tasks that are
more meaningful to them, such as assignments given by lecturers and activities co-curriculum.
1.9.2 Defining Online Games
In this study, online games are referring to games that require internet access to play. Internet
is to be paid for use but at the University of North America internet facilities are available for
students. So students, can use the internet facility to play online games. University students
will always be accompanied by smartphones and the internet, so internet usage especially for
In this study mental health refers to students who are independent of emotional disturbances,
such as stress, communication, alone, and problematic disorders. Students with healthy mental
health will have good communication with others, spending time on what matters to be good
to oneself. In addition, mental health also refers to normal behavior. That is, it follows the
norms of life set in place for normal behavior. Otherwise, someone will be categorized as
abnormal.
1.10 Conclusion
Overall, this study was conducted to identify the relationship between online game addiction
and mental health among Sme Bank residential students involving identification, problem
statement, significant study, research questions, and research objectives. Discussion about
interest research, and the construction of the study hypotheses have also been described in this
chapter. In addition, the definition of operation has also been described in this chapter. In fact,
discussions on the research framework have been detailed to support this study.