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MGT 648

RESEARCH METHODOLOGY

PREPARED FOR
MADAM ZALINAWATI ABDULLAH

PREPARED BY
ABDUL AZIM BIN ARSHAD (2012445764)
MUHAMMAD HANIF B. ZAKARIA (2012859852)
MUHAMMAD FAHMI ADLI BIN CHE OTHMAN (2012453778)
AHMAD FUAD BIN MAZLAN (2010348517)
BM2225D

RESEARCH TOPIC
THE CAUSES OF ONLINE GAME ADDICTION

SUBMITTION DATE
15 DECEMBER 2013

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TABLE OF CONTENTS

No. Title Pages


1. Acknowledgement 1
2. i. Introduction And Background Of Study 2–3
ii. Problem Statement
3. i. Research Objectives 3
ii. Research Hypothesis
iii. Research Question
4. Literature Review 4–6
5. Methodology 7 – 10
6. Results And Discussion 11 – 14
7. Conclusion And Recommendation 15
8. Direction For Future Investigation 16
9. References / Bibliography 17
10. Appendices 18

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ACKNOWLEDGEMENT

All our praises and gratitude to Allah, the Merciful, for His kindness and for meeting us with
many wonderful people, who with His Grace, have helped us tremendously in the successful
completion of this research.
Secondly, we would like to thank our MGT648 lecture that is Madam Zalinawati Binti
Abdullah because give us the guideline on how to do this project during the lecture class. Our
group also would like to thank to the rest who has contributed and involved in our project either
directly or indirectly.
We also want to thank to our members that give some tips and fully support to do this
project and our respondents that shows us good cooperation during answering the
questionnaire.
Last but not least, we would like to apologize if there has any weakness in our report.
We hope it will be useful and such an effort for those who are interested to make it as a
guideline for the future.

Thank you.

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THE CAUSES OF ONLINE GAME ADDICTION

INTRODUCTION AND BACKGROUND OF STUDY


An online game is a video game played over some form of computer network. This network is
usually the internet or equivalent technology, but games have always used whatever technology
was current: modems before the Internet, and hard wired terminals before modems. The
expansion of online gaming has reflected the overall expansion of computer networks from
small local networks to the internet and the growth of internet access itself. Online games can
range from simple text based environments to games incorporating complex graphics and
virtual worlds populated by many players simultaneously. Many online games have associated
online communities, making online games a form of social activity beyond single player games.
Internet addiction (or Internet dependence), in contrast with substance addictions such
as nicotine or caffeine addiction, is viewed as a psychological dependence on or a behavioral
addiction to the Internet (Kandell, 1998; Griffiths, 2000). Several symptoms of Internet addiction
have been identified in previous studies including tolerance (need for increased lengths of time
online), withdrawal (unpleasant feelings when off-line or obsessive thinking about the Internet),
negative life consequences (social or occupational problem and relationship difficulties) and
deceit (lying about the level of use once the problematic behaviors have been formed.

PROBLEM STATEMENT
Video games or online games are designed to lure teens in for hours on end. Most teens feel a
sense of power and achievement when they play games. In the real world, they have no
financial independence and are caught in the awkward gap between childhood and adulthood.
Gaming gives them an escape from reality. In a world where they have very little control over
their environment, a video game allows them to control the car they are driving, design a
character the way they want, and conquer various battles.
Video games give the sedentary child a sense of excitement. Some kids get an addictive
adrenaline rush when they are facing a new challenge in a game. Most games also have
various skill levels that work to lure the gamer in. With each new level reached, the gamer
receives a reward and feels a sense of accomplishment. Games like massive multiplayer online
role-playing games (also called MMORPGs) are especially addictive. These types of games
force the player to perform tasks in order to advance, and often players must work together as
teams in an online forum. Missions are scheduled, and players must attend. Some parents don’t
see any harm in their children playing video games, as the risks may not be overly apparent.
The more time your child spends in front of a television or computer screen means the less time
he has for homework or socializing with friends. They are also more sedentary, which can lead
to health problems.
When a gamer begins to play the online game more frequently and longer, it can have
some lasting effects on their life. Gamers have reported relationship failures and divorce due to
their online game addiction. Some gamers have become so addicted, they've actually lost their
job resulting in home foreclosure and bills so far behind that electric, water and other services
have been cut off. Long term online game addiction can have lasting negative effects on the
gamer’s health. Gamers become depressed because the virtual world and real world don't
match and they feel mixed about it. Gamers can often have suicidal thoughts with the blurred

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line between real world and virtual world. Gamers tend not to reach out for help because their
ashamed. They are ashamed the game has so much control over them. Maybe ashamed of
their weight gain caused by sitting at a computer all day. Ashamed their life is out of control due
to an online game.

RESEARCH OBJECTIVES
The purposes of this study are:
1. To determine the relationship between the psychological factor with the online game
addiction.
2. To identify technology factors that contributes to online game addiction.
3. To analyze weather advertising from media will cause online game addiction.

RESEARCH HYPOTHESIS
Hypothesis 1:
There is a significant relationship between the psychological factors with the online game
addiction.
Hypothesis 2:
There is a significant relationship between the technological factors with the online game
addiction.
Hypothesis 3:
There is a significant relationship between the advertising from media with the online game
addiction.

RESEARCH QUESTION
Research Question 1:
Does there is a relationship between the psychological factors with the online game addiction?
Research Question 2:
Does there is a relationship between the technological factors with the online game addiction?
Research Question 3:
Does there is a relationship between the advertising from media with the online game addiction?

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LITERATURE REVIEW

Online Game Addiction


Online games incorporate with networked a virtual environment where there may be thousands
of multiple geographically distributed users involved who potentially interact with each other
using a virtual persona, called an avatar, in real time. Armed with the above characteristics,
online games possess high attraction to individuals using the internet for social stimulation (Lo
et al., 2005) and has therefore become a main channel for players to anonymously and instantly
communicate, share experience, socialize, and eventually form virtual communities (Ang et al.,
2007).
Young (1998b) pointed out that it is not the Internet itself but rather the Internet’s
applications that are potentially addictive. Moreover, as the number of online gamers has grown,
more and more adults have engaged in playing online game. Game playing is no longer
exclusively the domain of adolescents (Wood et al., 2004). Internet addiction incorporates a
variety of internet behaviors, one of which is online gaming. This has prompted some to
examine online gaming from the perspective of internet addiction (Ng & Wiemer-Hastings,
2005). Given the suspected association between online games and game addiction,
theoretically it makes sense to explore the option of creating a subcategory of internet addiction,
namely internet game addiction or online game addiction. Therefore, this study focuses on
investigating the possible causes of internet game addiction.

Psychological Factor
These researches we study about the psychological factor, whether that is factor to the online
game addiction among students. Unlike with substance abuse, the biological aspect of video
game addiction is uncertain. Research suggests gambling elevates dopamine, but there's more
to addiction than brain chemistry (Rooij, Online video game addiction: identification of addicted,
2010). The addict suffers from a psychological component to the addiction. Online gaming
allows a person to escape the real world and change the perception of self-worth (Rooij, Online
video game addiction: identification of addicted, 2010). An online gaming addiction is not that far
from drug addiction. Both are searching for a way to make they feel better. The lure of a fantasy
world is especially pertinent to online role-playing games. These are games in which a player
assumes the role of a fictional character and interacts with other players in a virtual world. An
intelligent child who is unpopular at school can feel dominant in the game. The virtual life
becomes more appealing than real life. Too much gaming may seem relatively harmless
compared with the dangers of a drug overdose, but experts say video game addiction can ruin
lives. Children who play four to five hours per day have no time for socializing, doing homework,
or playing sports leaving little time for normal social development. According to Lan Ying Huang,
by playing the online game features online gamer participants may view the games as source of
providing diversion and filling time. “The biggest risk factor for pathological video game use
seems to be playing games to escape from daily life,” said Joe Hilgard, lead author of the study
and a doctoral candidate in the Department of Psychological Sciences at Missouri. “Individuals
who play games to get away from their lives or to pretend to be other people seem to be those
most at-risk for becoming part of a vicious cycle. These gamers avoid their problems by playing
games, which in turn interferes with their lives because they’re so busy playing games (Peters

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et al, 2007). Internet addiction gives the gamer to the unique psychological properties which is
the users increase their use of these internet services, the utility they gain from each usage
does not diminish, leading not only to self-destructive addiction but also to social ills. When a
problem, playing video games can interfere with real-life obligations such as work, and players
can end up lying about playing video games. The study found that “problematic” video game
use can have similar effects as other addictive activities, such as abusing alcohol (Inwon Kang,
2011).

Technological Factor
In last decade, online games have gained increased popularity. Approximately, 20 million
people play online game worldwide (Hill, 2011). And the numbers continuously increase. Today,
online game becomes an addiction to people which is lead bad habit. There are various games
that conquer the top game online. The list of the games always changes every single year.
Nowadays, the World of Warcraft conquer the list by obtain 12,000,000 of online gamers.
According to Simon Hill, developer and publisher always put the best effort on graphic factor to
improve the acceptance of the online gamers. This factor were put the World of Warcraft to the
top of the chart. People keep following the updated version of a game to make them following
the trend. Publisher and developer consider this factor as their opportunity to increase the
popularity. The reward systems in online game like reaching a high level in the game, obtaining
new weapons may also encourage gamers to play online (Choi, Lee, Choi, & Kim, 2007). Even
the people think online game might provide some benefits, too obsesses to online game will
lead to serious problems. According to the Choi, Lee, Choi, & Kim, factor that influence the
addiction is task and reward interdependency. This happen because the online gamers attract
to the game task and reward. There are many task and reward from different types of games.
All the tasks and rewards will affect the fun, flow and performance of online gamers. The level of
task and reward will directly influence the online gamers perception either will lead to bad
performance or good performance. The authors state that the interaction effects between the
task and reward-interdependency conditions on player perceptions and performance. The
increases of this addiction happen due to the technologies. Technologies tend to innovate over
time. Addictions to interactive technologies such as online game have been called ‘technological
addictions’ (Griffiths, 1995, 1996). The increasing numbers of online gamers show that this
addiction is related to the technology. This happen because technology advance day by day.
Technologies were used to bring benefit to the people but many people abuse the technology
by turn it to the bad way. Therefore, technologies itself bring bad influence to the people. The
innovation of technology slowly encourages people to more attract to the online game. The high
definition video and high quality sound of a game become major attraction to the gamers
especially online gamers. Besides that, playing a game with online friends becomes more
interesting to the people than playing alone. The causalities of the technology revolution will end
up to serious symptom.

Role of Media
Games addiction shows the bad effect among the people nowadays. Addiction to the internet
shares some of negative aspects of substance addiction and has been shown to lead to
consequences such as failing school, family and relationship problem (Brian. D. NG, M.S &

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Peter. W. H, 2005). It can make the people who has addicted will feel that the games can
provide opportunities for achievement, freedom and even a connection to the players. Those
benefits trumped a shallow sense of fun, which doesn’t keep gamers as interested (online
gamers anonymous, 2008). The role of media in advertising the games also make more cause
why the games addicted will be more interested with those games. In 2005, advertiser spent
$80 million to reach game players, this spending is expected to top $400 by 2009 (Park
Associate 2006). Incidental advertising processing, states of unconscious learning, and
retentive exposure effects remain hotly debated topics in advertising and marketing literature
(Janiszewaki, 1993; McQuarrie and Mick 2003; Shapiro, MacInnis and Heckler, 1997; Zajonc,
1980). People often do not actively involve or process the majority of the ads in their immediate
environments (Bauer and Greyser 1968; Webb and Ray 1979), but those ads can cause
changes in people's subconscious minds (Hawkins and Hoch 1992; Krugman 1981), because
most learning, emotional reactions, and thought generation take place beyond awareness
(Coulter 2007). Balasubramanian, Karrh, and Patwardhan (2006) are developing a model
framework on the effects of the product (or brand) placement (both on TV/in movies and
computer games), which summarizes the relevant state of research. According to Wood. R. T.
A, (2008), media hype about video game “addiction” may lead some concerned relatives to
define perfectly “normal” behaviour as problematic. Its basic consideration is that the impact of
in-game advertising depends upon the respective processing type, which in turn is affected by
stimuli-based and individual-level variables (Mau.G, Silberer.G, Constien.C, 2013). The fact
some of people play video games excessively is not dispute, but defining the point at which the
behaviour becomes problematic is far from clear.

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METHODOLOGY

A research hypothesis has been formulated in order to describe whether the independent
variables have the relationship with the dependent variables. Thus, the hypothesis is as follow:

IV 2:
Technology
IV 1:
IV 3: Role of
Psychological
media
factor

DV: Online
game
addiction

Figure 1: Theoretical Framework

Develop the Research Plan


The second stage calls for developing the most efficient plan for gathering the needed
information. Designing a research plan calls for decisions on the data sources, research
approaches, research instruments, sampling plan and survey methods.

Data Sources
Primary research refers to a collection of original primary data. This research is focus on
primary sources of data by surveying 250 students from Faculty of Business Management of
Universiti Teknologi Mara (UiTM) Dungun, Terengganu. The student is picking by random from
various parts of students under Faculty of Business Management which is Bachelor in Finance,
Bachelor in Marketing, Bachelor in Operation Management, Bachelor in Islamic Banking and
Bachelor in Office System Management. While secondary research refers existing research
rather than primary research, where data is collected from. This research secondary data is
based on journal collection.

Research Design
A research design can be defined as a framework which classifies the type of information to be
collected. In determining the design, it is important to be aware of a combination of both the
broad types of information required and the resultant decisions to be made. There have several
categories of research have been undertaken.

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Type of investigation: Causal research
It is conducted to identify cause and affect relationship among variables where the
research problem has already been narrowly defined. The causal research was conducted by
focus on the factor that leads to online game addiction among UiTM Terengganu students.

Study setting: Non-Contrived


Its natural environment where work proceeds normally. The studies conducted to
establish cause and affect relationship of the online game addiction among UiTM Terengganu
students

Unit of analysis: Individuals


As a group of researcher, we wants to know what the causes are of online game
addiction among UiTM Terengganu students based on the four courses in the same faculty. For
this purpose, data will have to be collected from each individual student and the unit of analysis
is the individual.

Research Instrumentation:
While designing the research instrument that is specified attention has been devoted which are:
1. Reliability: The degree of consistency with which the instrument measures a variable.
2. Validity: The degree to which the instrument measures what is intended to measure.
3. Interpretability: The degree to which one can assign meaning to an instrument’s quantitative
scores. The questionnaire method of gathering data is chosen mainly because of its advantages
in terms of costs and speed, flexibility, versatility, control and anonymity. However, the
questionnaire is also subject to some disadvantages which are low of returned, possibility of
omissions of replies to certain questions and delays in getting replies.

Instrumentation of surveys:
As a method of primary data collection based on communication with a representative
sample of individual. It is for measure online game behavior among the students in the Faculty
of Business Management. The data can be collected by:

1. Personal interview: A personal interview (i.e., face to face communication) is a two-way


conversation initiated by an interviewer to obtain information from a participant. Its can establish
rapport and motivate the respondents. Other than that, we would adapt the question if
necessary, clarify doubt and also can ensure that responses are properly understood.

2. Questionnaire: By using personally administered questionnaires that are fill in by


respondents. During designing this questionnaires, there are several principle was follow which
are clarify the purpose of the enquiry clear, unambiguous questions, avoid leading and loaded
questions.

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Target Population
The population for this study is about 779 students in the Faculty of Business Management.
From the total, it is divided into five difference courses which are 50 students from Bachelor in
Finance, 50 students from Bachelor in Marketing, 50 students from Bachelor in Operation
Management, 50 students from Bachelor in Islamic Banking and another 50 students from
Bachelor in Office System Management.

Sampling Plan
The sample technique
After having decided on the research design and instrumentation, the sampling plan was
designed. It is very unlikely that every person in the population of interest will be surveyed.
Constraints of time and money restrict us to seeking a sample of respondents that is
representative of that population. The selection of the sample is critical to the accuracy with
which the data is collected reflects of the behavior, awareness and opinions of the total market.
Specifically, non-probability sampling technique is used the subjective procedure of selection,
resulting in the probability of selection for each member of the population of interest being
unknown. This is because the name of the student may be difficult to obtain. Also, most of the
students may be busy with their own assignments. Thus, convenience sampling was used for
obtaining sample where the most accessible members of the targeted population will be
interviewed. This will be done by interviewing the students during their free time.

Sample size
The research will analyze at University Teknologi Mara (UiTM) Teregganu of sample size, we
only focus on students from Faculty Business Management as our sample to find out what is the
most variable will give effect to online game addiction. In our research we only distribute our
questionnaire to students in the faculty of Business Management from various parts. The size of
sample for this study is 250 due to the time constraints, project assignments, and the limitations
of respondents. The suitable sample size for most of the research is larger than 30 and less
than 500 (Roscoe, 1975). The sample will take 250 respondents among Bachelor in Finance,
Bachelor in Marketing, Bachelor in Operation Management, Bachelor in Office System
Management and Bachelor in Islamic Banking students. We will provide a questionnaire to
evaluate the main variable that lead to online games addiction.
From our research, we able to obtains the entire 250 questionnaire from the respondent.
Besides that, the respondents are able to respond to our questionnaire. This represent that all
the questionnaire that collected will be use for our data collection.

Data Analysis
The research is using personally administered questionnaires which are the questionnaires that
are filled in by the respondents only. The design of this questionnaire may establish rapport and
motivate the respondent.
Specifically the data analysis is consists of an attitude rating scale due to design this
research for enable respondents to report the intensity of their attitude. Below the attitude rating
scale were using in the questionnaires during this research:

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1. Dichotomous question: It is used straight forward questions to provide respondents flexibility
in the rating task.

2. Likertscale: It is used to allow the respondents to show the degree of their agreement or
disagreements on a five-category scale running from strongly agree to strongly disagree.

3. Itemized rating scale: A 5-point or 7-scale with anchor, as needed is provided for each and
the respondent states the appropriate number on the side of each item.

Project Schedule
In our research are done at the University Teknologi Mara (UiTM) Terengganu, these project
schedule have been planned with the effectively by our group leader because to meet the due
date of submission report. In planning our schedule report there have always have the limitation,
where there have always the case where research activities may not moving smoothly as been
planned.

September October November December


Task
(week) (week) (week) (week)
Literature
review
Research
proposal
Design
questionnaire
Data
collection
Editing and
data
recording
Data
interpretation
Report writing

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RESULTS AND DISCUSSION

The internal consistency of instrument was tested via reliability analysis. Reliability estimates
(Cronbach’s Alpha) for the construct’s dimension are as follows: Online Game Addiction (0.915),
Psychological Factors (0.943), Technological Factors (0.956) and Role of Media (0.958),
suggesting a high degree of reliability. The results exceed 0.60, the lower limit of acceptability
recommended by Hair et al. (1995).

Before (N of Cronbach’s Cronbach’s


Variable After (N of Items)
Items) Alpha Alpha
DV: Online
10 0.915 10 0.915
Game Addiction
IV 1:
Psychological 10 0.943 10 0.943
Factors
IV 2:
Technological 10 0.956 10 0.956
Factors
IV 3: Role of
10 0.958 10 0.958
Media

Frequency Distribution

Respondent
Frequency % Respondent Profile Frequency %
Profile
Gender Course
Male 116 46.4 Finance 50 20
Female 134 53.6 Islamic
Banking 50 20
Marketing 50 20
Office
System
Management 50 20
Operation
Management 50 20
Marital Status Part
Single 229 91.6 1 4 1.6
Married 21 8.4 2 3 1.2
3 19 7.6
4 53 21.2
5 150 60
>6 21 8.4

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States CGPA
Northern 3.50 – 4.00 41 16.4
Zone 16 6.4 3.00 – 3.49 122 48.8
Middle 2.50 – 2.99 69 27.6
Zone 64 25.6 2.00 – 2.49 14 5.6
Southern 1.50 – 1.99 2 0.8
Zone 28 11.2 1.00 – 1.49 2 0.8
Eastern
Zone 136 54.4
East
Malaysia 6 2.4
Age Time Spend
18 – 19 2 0.8 < 15 Minutes 42 16.8
20 – 21 74 29.6 16 – 30
22 – 23 138 55.2 Minutes 49 19.6
> 24 36 14.4 31 Minutes –
1 Hour 47 18.8
> 1 Hour 112 44.8

Education Total Friends


SPM 4 1.6 1 – 10 96 38.4
STPM 1 0.4 11 – 20 45 18
Diploma 11 4.4 21 – 30 42 16.8
Bachelor > 31 67 26.8
Degree 234 93.6
Table 1: Frequencies of Respondents Profile

Table 1 shows the results from the descriptive statistic in the Statistical Package Social Science
(SPSS) version 13.0. Out of 250 respondents in this study, 116 are male and 134 are female VI
people involved in the survey. Their percentages were 46.4 percent and 53.6 percent
respectively.
All the 250 respondents (100%) involved in this study are Malays and Bumiputera. In
terms of age the respondents are divided into 4 categories, 138 respondents were in the third
category (22 - 23 years old); this constituted 55.2 percent of our sample. This is the largest
group of age of our respondents. This followed by those in second category (20 - 21 years old),
fourth category (24 years old and above) and the first category (18 – 19 years old). For category
20 – 21 years old, it is indicates that 74 respondents (29.6%) whereas category 24 years old
and above indicates that 36 respondents (14.4%). Lastly, for category 18 – 19 years old
indicates only 2 respondents (0.8%).
229 out of 250 respondents are single, followed by 21 respondents are married. This
represented 91.6 percent and 8.4 percent respectively.
In term of living states, majority of our respondents which is 136 respondents are come
from Eastern Zone (Pahang, Terengganu & Kelantan) which contributes 54.4 percent. Followed
by 64 respondents (25.6%) from Middle Zone (Selangor, KL & Putrajaya). Third is Southern

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Zone (Negeri Sembilan, Melaka & Johor) which is 28 respondents (11.2%). Next is Northern
Zone (Perlis, Kedah, Pulau Pinang & Perak) which is 16 respondents (6.4%). Lastly, six of our
respondents are come from East Malaysia (Sarawak, Labuan & Sabah) which contributes only
2.4 percent.
For the current education level, out of 234 from 250 of our respondents states that they
are now pursuing Bachelor Degree which contributes 93.6 percent. Followed by 11 respondents
are the Diploma holder (4.4%) and four respondents are the SPM holder (1.6%). Lastly, only
one of our respondents is the STPM holder which contributes only 0.4 percent.
As we are conducting a research on “The Causes of Online Game Addiction” among
students in the UiTM Terengganu campus only, we selected the five courses in the faculty of
business management which is Degree in Finance, Degree in Islamic Banking, Degree in
Marketing, Degree in Office System Management and Degree in Operation Management. All
the 250 respondents are divided equally from each course which is 50 respondents that
contributes 20 percents for every course in the faculty of business management. From the five
courses that we choose, 150 respondents (60%) are from part five. 53 respondents (21.2%) are
from part 4. 21 respondents (8.4%) are from part six and above. 19 respondents (7.6%) are
from part three. Four respondents (1.6%) are from part one and only three respondents (1.2%)
are from part two.
In term of current CGPA, out of 122 respondents manage to get 3.00 – 3.49 which
contributes the major percentage of the findings (48.8%). Second, 69 respondents (27.6%)
success to comfortable themselves in this campus for the CGPA of 2.50 – 2.99. Third, 41
respondents (16.4%) are currently the dean holder awards for the CGPA of 3.50 – 4.00. Fourth,
14 respondents (5.6%) manages to get CGPA of between 2.00 – 2.49. Lastly there are the
same respondents which is two (0.8%) that is manages to get the CGPA of between 1.50 – 1.99
and 1.00 – 1.49.
Besides, out of 112 of respondents from the total of 250 respondents are spending more
than one hour to play games which contributes 44.8 percent. 49 respondents (19.6%) are spend
16 – 30 minutes to play games. 47 respondents (18.8%) are spend 31 minutes – one hour to
play games and 42 respondents (16.8%) are spend 15 minutes and below to play games.
From our analysis, 96 respondents (38.4%) have the range of one to ten of friends that
play online games. Second, 67 respondents (26.8%) have the total friends of 31 and above that
play online games. Third, 45 respondents (18%) have the range of total 11 to 20 friends that
play online games. Fourth, 42 respondents (16.8%) have the range of total 21 to 30 friends that
play online games.

Correlation among Variables


The table 2 below shows the correlation which is significant relationship between all the
identified independent variables with the main variable of the study. All the factors
(psychological factor, technological factor and media advertising) demonstrated significant
correlation with online games addiction (r = 0.839, 0.798 and 0.679 respectively).

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OGA PF TF MF
Online Games Addiction (OGA) 1.000
Psychological Factors (PF) 0.839* 1.000
Technological Factors (TF) 0.798* 0.848* 1.000
Media Factor (MF) 0.679* 0.735* 0.811* 1.000
Note: *Correlation is significant at the 0.01 level (two-tailed)
Table 2: Correlation among variables

Regression Analysis among Variables

Collinearity
Summary ANNOVA
Statistics
Dimension p
ß t
R R² F Sig. Tolerance VIF
0.855 0.731 222.604 0.000 Psychological
Factor 0.574 9.903 0.000 0.274 3.646
Technological
Factor 0.301 4.109 0.000 0.204 4.904
Media Factor 0.13 0.221 0.825 0.334 2.990
Note: a Predictors (constant) psychological factor, technological factor and media factor.
Table 3: Summary of regression analysis

Further investigation using multiple regression analysis (as shown in Table 3) was conducted. A
summary of Multiple Regression for all the factors including external factors and internal factors
(psychological factors, technological factors and media factors) towards dependent variable
(online games addiction) is displayed in table 3.
The multiple correlation coefficient (R), using all the predictors simultaneously is 0.855
and Adjusted R-Square is 0.731 meaning that 73 percent of the variance in the online games
addiction can be predicted from the psychological factors, technological factors and media
factor. Note that the adjusted R2 is lower than the R-square. This is related with the number of
variables in this research. Furthermore, F shows 222.604 and it is marginal significant (Sig. V =
0.000). As the conclusion, H1, H2 and H3 for the study are supported.
Next analysis through regression produced standardized measures (Beta Weights) of
the strength of each dimension’s association with online games addiction. Among the three
independent variables; psychological factors (β = 0.574, p< 0.000), technological factors (β =
0.301, p< 0.000) and media factors (β = 0.13, p< 0.825), were not statistically significant
towards the online games addiction. There is no multicollinearity in this study which is the
tolrance value less than 1 and VIF value less than 10 (Pallant, 2007).

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CONCLUSION AND RECOMMENDATION

Online game addiction indicates of many variables to influence the addiction. Theoretically the
universities and societies should be aware that the environmental factors (psychological factors,
technological factor and media factor) are marginal significant to influence or opportunities to
become addictive in online gaming.
The finding of these investigations has been identified that the psychological factor as
more important compared to other variable in the study of the online game addiction. It seems
that both the other independent variable (IV) had a strong relationship compared with the
technological factor and media factor. In addition, the societies should play the key main role on
how to control the psychological factors towards the online game addiction. These roles are
important to avoid the players to more addictive in the online game. The families and friends are
the most important group that to influence the gamers to avoid of their psychological factors and
spend all their time with the valuable activities. Besides that, the families and friends are needed
to give a time for the gamers to change their habits, because if the families or friends tend to
pressure to stop immediately of playing game these will lead to more addictive and dispute.
The output from this study shows that the technological factors is less to contributed but
these results shows towards the significant study because the results shows that these variable
are less than 0.050 in the significant (p). In the online game addiction because these
relationship are more focus to the advance game technology. Technologies tend to innovate
over time. Addictions to interactive technologies such as online game have been called
‘technological addictions’ (Griffiths, 1995, 1996). It shows that the technological are more
depends on the group of people that are playing game that are required of the high quality of
graphic game and the running process towards the online game. For example Warcraft games
are required more quality of video game and processing in able to play with the high satisfaction
of the players. Besides that, playing a game with online friends becomes more interesting to the
people than playing alone because they can interact with others and can compete which players
are greater with the other players.
Lastly, the media factors are the most less contributed in the online game addiction
because these are depends on the advertising of the developer in marketing. Moreover, these
Independent Variable (IV) are not significant because they are more than 0.050 if to compared
with others (IV). The role of media in advertising the games also make more cause why the
games addicted will be more interested with those games, but it is depends on the players if
they are not interested there will not continue towards the addiction.

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DIRECTION FOR FUTURE INVESTIGATION

It is acknowledged that’s our results is limited because we do not know whether the general
population will response in the same way as our student’s sample did. We made an effort to
select as broadly as possible games distinct types within the limited space allowed in a small
field study. Nonetheless, many factors such as the amount of animation, social factors and level
interactivity of each game could be potentially influence the results perceived usefulness
included in the comparison.
As the suggested for the future research should engage experimental studies in
examining the effects of site or game features, such as the use of audio, animation, and
interactive function in altitudinal and behavior consequences. They should also explore potential
longitudinal studies, in which a users surfing behavior and actual return to a game site can be
recorded through designed experimental sites. Another important consideration that needed
attention is to have a good definition of the population and a more appropriate sampling
technique such as using probability approach. By doing this a good generalization for
phenomena of the study can be more meaningful for the decision making.

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