Professional Documents
Culture Documents
February 2022
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SUPERVISOR DECLARATION
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AUTHOR DECLARATION
I hereby declare that the work in this academic project is my own except for
quotations and summaries which have been duly acknowledged
BIODATA OF AUTHOR
Khairun Khaleda binti Ramli (1180062) was born on the 18th March 1997. Currently
residing at No 50 Rumah Rakyat Padang Lebar 72200 Batu Kikir Negeri Sembilan.
ACKNOWLEDGEMENT
In the name of Allah, the Most Gracious and the Most Merciful
First and foremost, I praise and thank God, the Almighty, for His Showers of
Rosidayu Sabran, for giving me the opportunity and provide invaluable guidance
throughout this research. I am grateful to her for being very understanding and
prayers, caring, and sacrifices for educating and preparing me for the future. I am very
thankful to them because they understand and give me support during my time to
finish my research.
Not forgetting to all my fellow friends that together, we are struggling to finish
the academic project for the last semester. I am also grateful to my friends that always
help to finish my research. Finally, thanks to all those involved directly and indirectly
in the success of this academic paper writing. All the assistance given is appreciated.
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ABSTRAK
Permainan video merupakan satu fenomena yang berlaku mengikut arus masa. Ia juga
berkait rapat dengan remaja yang semakin menguasai dunia digital. Terdapat banyak
permainan video yang mudah didapati di dalam laman web dan mudah diakses ke
dalam telefon pintar. Semasa bermain permainan video pemikiran dan keadaan kita
semasa sedar akan membawa kita kepada stress dan ketidaksedaran yang lain. Remaja
merupakan individu yang paling gemar bermain permainan video kerana pada zaman
pandemic ini pilihan yang ada untuk lari daripada dunia nyata ialah alam maya. Untuk
berinteraksi dengan individu lain secara tidak bosan. Maka mereka memilih untuk
berlawan dan bersaing di dalam permainan video. Kajian ini, akan mengenalpasti
kesan terhadap kesihatan mental remaja ketika bermain permainan video dalam jangka
masa tertentu Malah akan mengkaji sejauh mana remaja atau pelajar mampu
mengawal dan memastikan masa mereka untuk kekal menjaga prestasi akademik.
maklumat. 3 orang pelajar telah dipilih untuk dijdikan informan dikalangan pelajar
ABSTRACT
Video games are a phenomenon that occurs over time. It is also closely linked to
teenagers who are increasingly dominating the digital world. There are many video
games that are easily available on websites and easily accessible into smartphones.
While playing the game our thoughts and current state of consciousness will lead us to
stress and other unconsciousness. Teenagers are the most fond of playing video games
because in this pandemic era the only available to escape from the real world is the
virtual world. To interact with other individuals in a way that is not boring. So they
choose to fight and compete in video games. In this study, we will find out the effect
on the mental health of adolescents when playing video games in a certain period of
time. It will even examine the extent to which adolescents or students are able to
control and ensure their time to remain in charge of academic performance. In this
research qualitative research involve using interview with the 3 informant selected
TABLE OF CONTENT
SUPERVISOR DECLARATION i
3.1 INTRODUCTION 13
18
3.6 Data Analysis
18
3.7 Conclusion
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CHAPTER 4: FINDINGS
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4.1 Introduction
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4.2 Result Analysis
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4.2.1 Factors of Playing Video Games
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4.3.2 Intensity of Playing Video Games
21
4.3.3 Psychological factors
22
4.2.4 Other factors
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4.3 Conclusion
CHAPTER 1: INTRODUCTION
1.1 INTRODUCTION
Video games are one of the favorite leisure activities of children which can
the recent research show that the fields of physical and mental health
Flynn 2014). The study also assessed the association between the amount of
time spent playing video games and children mental health as well as cognitive,
psychology and social skills. When video games began became popular, it were
technology (Ceranoglu 2010). Depression and anxiety are the two most common
psychological factors today. They can occur both abruptly and chronically, with
mental health either it can be good and bad. Mental health will be affected
within a few factor related to video games. Most of us do not aware of this
symptom because nowadays it became habits. The study of video games for
mental health is not uncommon. Since the 1980s, video games particularly built
for this serious purpose or sometimes called as a serious games that have been
games have been used in the context of public health since the 1980s. Mickel
(1982) briefly discussed how these activities may provide a new way for
Teenagers, in particular, were captivated to the new medium, and somehow the
researchers studied how this attraction may be used for place to release the burn out or
a way to escape from reality purposes. According to (Malone 1981), video games
meet teenager's needs for challenge, imagination, and curiosity, making them a model
for intrinsically motivated education. Video games also is a habit that will urge the
player to follow the instruction in other to understand the whole games. Rather than
that, Delclos and Kulewicz (1986) found that an instructional video game can
issues such as sadness and anxiety will impact an increasing number of teenagers
(Merikangas et al., 2010). Teenagers who have both severe and undiagnosed with
been implicated in a variety of risks to both mental and physical health. The following
are some of the significant and negative effects of electronic gaming on young
people's health the effect of seizures, tendon injuries, and social introversion in cases
Video game is an activity with or without purpose that can stimulate our psychology
thinking without realize. During this pandemic, teenager and adult are going through
many difficulties to overcome the stress and to explore new things to learn. Video
games is one of the easiest way to get and access because everyone using smartphone
will entirely utilizing all the function. On the other hand, focusing on the teenager
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mental health is important in identifying how they sustaining their mental health in a
normal condition and control their emotions through virtual world. These issues are
closely related to the social stigma that introduces four characters with various mental
and bipolar disorder, with whom the player must interact in order to achieve
collaboration to work toward a common goal (David Mullor 2019) that currently
ignorance and misinformation are not only limited to the general population but are
The game called Stigma Stop, depicts four characters who experience various
disorder (David Mullor 2019). Over the course of the game, players are provided with
information about these illnesses and they are guided along as they learn about a
variety of response strategies. Stigma Stop has been shown to be effective in reducing
stigma among high school students in secondary school and baccalaureate studies
between the ages of 14 and 18. In addition, it has been shown to be slightly superior in
health users.
For some people, video game can help them in sustaining their mental health.
But some of them might find video games are just for entertain themselves for some
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times. The usefulness or interest of students for the serious game is the time they
typically spent playing video games, or game preference, of the participants. For
example, some studies have found that socially isolated individuals tend to prefer
violent video games (Verona & Kilmer, 2007), but it is unclear whether spending
more time playing video games or having a preference for a particular type of game
can also determine the usefulness of a serious game among students, as in the case of
Werling 2003)
1. 4 RESEARCH QUESTIONS
1.4.1 What are the factors affecting teenager mental health when playing video
games?
1.4.2 How does playing video games intensity affect student’s mental health?
1.4.3. How can video games help the student cope with their mental health?
In this research the data will collect among teenagers between 18 – 23 years old. This
research will identify the teenagers that have been involved in video games for at least
Nilai. It will be focusing more on the sleep pattern, the reason they being obsessed
with the video games, their mental health and academic performance.
This study will be using Game theory as the main framework for creating social
scenarios in which competitive participants interact among players. Game theory was
invented by John von Neumann and Oskar Morgenstern in 1944. In some ways, the
popular and basic game theory strategies is the prisoner's dilemma. This concept is the
strategic interactions among rational agents taken by two individuals who share the
same interest will end up with worse outcomes than if they had cooperated with each
other in the first place. However, if he does not in a team work and the other player
does, he will get sentenced alone. This theory relate to this research on how the
addition, the player will having a dilemma since they are still students and juggling
with the academic performance. This will eventually effected their mental health in
many ways. Besides, the consequences same as the research finding in order to
identify the effect and how the intensity of video games effected their mental health in
because dilemma of the student either to control the behavior or to cope with the
1.7 METHODOLOGY
research that will be using as tools to collect data among 3 students from Universiti
Universiti Sains Islam Malaysia (USIM). Interview will help the researcher explain,
for typically find a sample size that is sufficiently small for individual cases to have a
have a locatable voice within the study, and for an intensive analysis of each case to
case to be conducted (Smith et al. 2009). It is a good way to collect the information
information from a small number of people or people who may not have time or take
take part in experiments because it will take place in Microsoft team that will be
flexible and not consuming much time. Random sampling at the first stage for the
the researcher pick randomly the student from USIM consist of male, and familiar
familiar with the video games for at least 1-2 years experience.
data and the source of the data be chosen with caution, especially since no words can
Hence, researcher pick 3 students of male which is really into the game. The
researcher filtering based on the criteria which is male and experience in professional
gamer or involved in any tournament to show that they have an indepth understanding
in video games. It is easy to get an information from the informant that has been
specified. The researcher will conduct an interview based on the elements of this
population's gaming habits in order to gain a better understanding the usage of video
clinical group of students, and then used topic analysis to examine the interviews
1.8 CONCLUSION
This research will find out how the effects of video games will be affects mental
health of teenagers either in good term or bad term. Based on the literature mentioned
above. All the data will be collected and analysis follow up by the method that has
beendecided.
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2.1 INTRODUCTION
why it is called a review rather than a report. Doing a literature review should help us
learn about previous research and determine what is undiscovered about particular
issue.
There are many types of games presents an approach. Especially identifies two
constraints. It is describes the difference between play and game. Effectively, some
games without amount outcome can be considered as toy-games that are famous these
days are SimCity, 1989, and The Sims, 2002 ( Gredler 1996).
roles, where they enter the worlds of other designers rather than creating their own
through play. In other opinion similar to those made against television, he claims that
children are missing out on opportunities to develop their creativity by playing video
disciplines the students in the range 18-24 for their academic performance such as
For an adult, there are few impact on them when they are expose in video
games. The following are some of the reported negative effects of electronic gaming
on adult people's health the induction of seizures, tendon injuries, and social
According to David Mechanic (2006), the term "mental health" has no clear or
reliable meaning, and this is generally true in the sociological literature. Mental health
implies more than just the absence of disease or disorder it also requires self-esteem,
There are three types of people who have mental health issues. The first are
those who have acute mental health problems, such as normal depression after a loss
or other stressful event. Those in the second group have more severe mental health
problems or chronic conditions but can maintain normal role functioning. The third
group consists of people who have serious, chronic mental illnesses that cause
It has been established that mental health and mental disease are not opposing
sides of a single continuum rather, they define independent but connected axes
(Keyes, 2005). Wellbeing is also perceived differently in other domains and research
health according to (Hanlon & Carlisle, 2013) but it is also considered a component
From the previous research video games are such a popular and powerful
medium due to a variety of causes. However, video games primarily evoke strong
astonishment, or joy. These feelings are created by video game designers by balancing
game narrative, rivalry with other people, and chances for collaboration with other
players. On the other hand, using simulation types of games does not ensure that
players or the teenagers will generate the kinds of understandings that educators might
This can be relate to a cognitive thinking where when the student or teenagers
play video games they will be problematic and addictive use of videogames has been
gaming, videogame dependency, and problematic gaming (Pontes & Griffiths, 2014).
Although many terms have been used to describe excessive and problematic
videogame use, research articles indicate that these terms are largely interchangeable
and all refer to the same disorder (Petry et al., 2015). This can be relate to a cognitive
thinking where when the student or teenagers play video games they will be
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2.4 CONCLUSION
In this chapter, the researcher getting an information from the previous study on
definition of video games, the effect on mental health among students based on their
3.1 INTRODUCTION
This chapter will explains on the research design of this study particularly on
methodology and procedures of the research to answer the three research questions. It
will also include the data collection, data analysis and the informants that involve in
this research.
Research design is the draft and the plan what to for the next step in the collecting
use to open up their work for analysis, critique, replication, repetition, and/or
methodologies refer to research approaches as the tools that researchers use to design
their studies as well as collect and analyse data (Given, 2008). The most frequent
forms of qualitative approaches are interviewing and observation, which are designed
interpretation. This is the most popular data gathering format in qualitative research
which practice and standards are not just recorded, but also attained, questioned, and
reinforced.
transforming questions about a given topic into storytelling meetings (Hollway &
(Griffee, 2005).
field work because they allow informant to express themselves in their own manner
and at their own leisure, with little restriction on respondents' replies (Syed
researcher and the respondent, with no previous term for the specific topics and
and typically lack a pre-planned set of questions. In this research the researcher will
obtain the information casually because the informant will be more likely close and
really willing to share their experiences without any hesitation. Although the
researcher will be more like having a conversation but still use the semi structured
answer well before open-ended questions. Semi structured, in-depth interviews are
frequently used as an interviewing format, either with a person or with a group (Given
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2008). These sorts of interviews are usually done only once, with a person or a group,
and last from 30 minutes to more than an hour. Semi-structured interviews are based
or subjects that the interviewer must investigate (Corbin J. 2008). These are the
General questions
3. What kind of video games do you usually play? Which one do you like
the most?
RQ1:
What are the factors affecting teenager mental health when playing video
games?
1. What are the effects of playing video games? (on the informant himself
and in general)
RQ2:
How much the amount of time students spend playing video games afffect
3. Is there any effects on the time spent playing video games? (i.e.
RQ3:
How does video game help the student to cope with their mental health?
1. Do you think playing video games can affect mental health issues
among players?
2. What are the issues/problem that you know or happened to you? (i.e.
4. How can a player cope with these mental health issues, (if any) and
still.
The informant that has been selected based on their experience in playing games and
their background of students. It also based on their familiarity in video games for
about 1-2 years including their involvement in tournament video games. The
informant also should be active player and interested in many kind of video games.
The researcher choose only 3 informant because after filtering all the students, only 3
Random sampling are use at the first stage the researcher pick randomly the
student from Universiti Sains Islam Malaysia which is consist of 5 male, and familiar
with the video games. Next, purporsive random sampling was adopted to filter a
group of male students. The researcher filtering based on criteria which is male and
had experience in professional gamer which they are experienced in one video games
information from the informant that has been specified. The interview were executed
online through Microsoft Team as a main platform. Three interview were executed
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separately, at time so the informant and the researcher are more focused on the details
The data collection were carried out an interview with the studenst that has been
choosen based on their specific criteria that has been identified. First, getting their
contact number to propose and ask to set time and place. At first, the students seems
very busy and they ask the researcher what kind of interview will be held. After the
informants. The researcher created a group in the Microsoft Team easy to place a data
at one place, before the researcher conduct an interview, the researcher dry run to
make sure everything smooth including the microphone and sound clear. Next the
researcher copied a link to distribute to the informants separately. After all has been
set up, the first session start with Adam as the first informant. The next session follow
up with Ali and for the last session is Ahmad. The interview execute with online on
During the interview the challenges is line networking problem every five
minute at the beginning. However, all the question was answered by the three
All the data was gathered from the informants from the recorded interview sessions.
For the next step the researcher listen to the recorded interview and start to transcribe
to make it easy for analyses. The informant answer based on the semi structured
question during the interview. Somehow, there was a bit problem on the sound of the
recorded interviews but the informants had willingly to share again the answers in the
Whatsapp application. Before the interview occured, all the question has been checked
by Madam Rosidayu, supervisor of this research. In that case, the question secured
and filtered. In addition during the interview session, the researcher taking notes
researcher analyse all the information by transcribe all the conversation in the
recorded video manually. The ability of a researcher to perceive and make sense of
collective or shared meanings and experiences. The goal of Thematic Analysis is not
to identify unique and idiosyncratic meanings and experiences found only within a
single data item. This method, then, is a way of identifying and making sense of what
3.7 CONCLUSION
informants, questions for the interviews, data collection and data analysis.
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CHAPTER 4 : FINDINGS
4.1 INTRODUCTION
This chapter, it contains the result of this study based on data collection that the
researcher gathered from the three informants interviewed. The researcher analysis the
data according to the research questions which are factors affecting students’ mental
health intensity of playing games on mental health and their coping approaches in
From the interview conducted there are four theme come out from the informants
The students are always being a picky when it comes to involve in any video games.
They are really matured in choosing what type of video games that suit to them to play
with. The result find out that they are very aware and concern their mental health in
choosing types of video games. They will survey and try out first certain video games
for few minutes and then they will find out either the video games will make their
stress level decrease or increase. For an example, if they are having a worse day in
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College, they will gather together to play as team. They also said, video games is a fun
activity to cope with their mental health such as to socialize and reduce stress.
“If me and my friend were having stress and anxiety we choose to play
together because it is fun activity, it is an great escape for us but surely depend on
what types of games we play. Usually I choose the mobile games which all of us can
The informant were asked regarding their time per day in playing video games. The
informant mentioned that playing video games affected their time to study, to eat and
sleeping pattern. Their time to study will be lesser than usual because when they
playing video games, they have specific times to check the games either it is time to
attach or to push the rank, same goes to their time to eat and sleeping pattern. All the
players are more alert on the video games rather than their basic need.
least 2 – 3 hours in a day. Sometimes the longest time I can play video games almost
eight hour without realize. It kind of addiction but so hard to reduce the time
The most worriying matter is that their performance in academic were also
effected. They will be late to go to the class, in the class they will be sleepy because
sleep late playing video games. In addition, they also had a problem missed deadline
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of assignments. The causes of perceived time loss when playing video games it may
perceived time loss. The purpose is to investigate teenager’s perceptions of time while
playing video games, as well as whether or not there would be variations in mood
state before and after playing one of two significantly different video games.
There are many type of psychological factors that highly potential to the players. In
this research the researcher found that three of the informants were having stress and
anxiety. According to Ali he always got stress and depressed during doing his
assignments but then he choose to play a video games instead of doing outdoor
activity. Through this behavior, he unconsciously addict to a certain games. Ali claim
that he used to release his anger in the game playing war games. It one of the
satisfaction of himself.
play video games but not all video games will help me to reduce the feelings of anxiety
and stress. Sometimes when you lost in a war game that will make more worse.
Instead of that, I like to play relax and chill kind of video games because does not
need to compete with anyone and slowly make me forget the bad feelings” (Fadhli)
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“Did not get enough sleep because while playing video games it will be hard
to stop. I think I started addict with video games since I brave enough to invest my
money to buy an item in video games. It kind of frustrating when you already purchase
the expensive item but you lost, you will try to play again until you won. Then that is
Environment theme is the circle or the players attitude while playing the video games
Because based the findings, nowadays many group or community join the games
including the children underage or the people who are known as stranger. They are
likely start to make chaos and did not respect other players. So in this situation it was
a bit disappointed to join the games. On the good side, the graphics in the video
games are very calming in which made the eager to play the games with the great and
profession graphic.
the video games when the stranger keep throwing bad word when they cannot accept
their lost in the game. They will perceive as negative communication. Furthermore,
their personality while in the video games will lead to a bad behavior for creating
chaos.
“It was a bit turn off when the children at the very young age start to talk bad
thing, not just that. Other than that, the newcomers also showing off their skills and
make chaos every time they got a chance to curse people. For me it is not a healthy
environment to stay in the games. Sometimes there is an option to choose but we never
All the factors which are factors affecting mental health, intensity of playing
video games, psychological factors and others factors are the themes in affecting
teenagers mental health while playing video games. It is either the advantages or
disadvantages.
4.3 CONCLUSION
The data that obtained from the interview explain how it relate the theme which is
factors, and other factors. From the data the researcher gain the information how does
5.1 INTRODUCTION
In this chapter, researcher discuss and analysis the effect of the mental health among
5.2 DISCUSSION
This research emphasize the effects of the mental health among teenagers. Based on
the finding that has been carried out the effect consist of positive and negative effects.
consequences which is the potential harm associated with violence, addiction, and
despair ( Anderson 2010). The past research show that on the consequences of violent
video games on aggressive behaviour in adolescents which are already exist, and this
the influence of video games on the development of teenagers, a more balanced view
is required, one that includes not only the potential harmful consequences but also the
advantages of playing these games. The data show that majority of the teenagers and
student aware of the negative effects. This happened because they has been
experienced the stress level, the sleeping patter problem, distraction from the games
during class day. In order for them to stay healthy and keep their state of mind
functioning well. They had to control their obsession and addiction to keep their
the perception of the teenager on how they perceive their stress and anxiety level to
25
overcome the problem. On the other hand, during the interview some of them know
how to cope with the community and socialize in a real world because when they keep
their eyes on the screen, the more pain they will get. The researcher find out that these
teenagers really into the games but at the same time they are still blend in with the
people in their surrounding The most important determining aspect of video games is
that they are dynamic that players cannot passively accept the tale of a game. Instead,
video games are designed to encourage players to actively interact with their systems,
and for these systems to respond to the players' interactional actions. There are
millions of video games available, each with a unique theme and aim. Two informants
are mature enough to handle the games and the other player while they are in the
game. But, one of the informants which is Hakim were not really serious in the war
game. He is does not care about money that he invest in the game and his addiction
also really into all of the types of games either in the personal computer or mobile
phone. Issues about video game addiction are and perhaps the most common in Asia,
where many believe that games provide such a vivid alternate reality that spending so
much time there alters young, developing brains in unprecedented ways, and that these
5.3 RECOMMENDATION
directly from the informant and taking long time to get the data. The next study should
the effects on the mental health of student should be more aware of unconsciousness
their mental health. It is because teenagers sometimes do not realize the environment
26
instead of being alone with the mobile phone. On the other side, even the difficulties
on gathering the information are a bit tough but the informants really helpful. This
research accurately collect the data on effects deeply by the research questions. Hence,
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