Publication:
Amid Covid-19: The Rise of Gaming Addiction

dc.contributor.authorNur Faizah Abdul Kaharen_US
dc.contributor.authorFarhana Sabrien_US
dc.contributor.authorHanifah Abdul Hamiden_US
dc.contributor.authorNuradli Ridzwan Shah Mohd Dalien_US
dc.contributor.authorAzreena Abu Bakaren_US
dc.date.accessioned2024-05-28T06:36:56Z
dc.date.available2024-05-28T06:36:56Z
dc.date.issued2023
dc.date.submitted2023-8-16
dc.descriptionVol. 13, No. 5, 2023, Pg. 2520 – 2535en_US
dc.description.abstractThe COVID-19 pandemic has had a huge impact on the social lifestyles of millions of people all over the world. It is a serious threat to public health and has spread rapidly around the world. The World Health Organization (WHO) confirmed the first reported case, which originated in Wuhan, on January 12, 2020. Meanwhile, on January 25, 2020, the first case in Malaysia was reported. To break the Covid-19 chain, the Malaysian government imposed a Movement Control Order (MCO) on March 18, 2020. The purpose of this study was to determine the impact of the covid-19 outbreak on the gaming addiction situation among Malaysian adolescents through the implementation of MCO. METHODOLOGY: This study focuses on Malaysian adolescents aged 18 to 21 who engage in online gaming, either mobile gaming or desktop gaming. The study's methodology includes an online survey via Google Forms and an online focused group (FG) session. Before being invited to the focused group discussion, participants were asked to complete an online screening survey using Dr. Kimberly S. Young's Young - Internet Addiction Diagnostic Questionnaire (IADQ; 1998). (FGD). The FGD result is recorded and transcribed for the analysis process. RESULT: Participants reported spending 4 to 5 hours on weekdays and more than 6 hours on weekends playing Mobile Legend (ML), their preferred online gaming platform. Furthermore, it was reported that siblings and friends influenced respondents to participate in online gamingen_US
dc.identifier.citation: Kahar, N. F. A., Sabri, F., Hamid, H. A., Dali, N. R. S. M., & Bakar, A. A. (2023). Amid Covid19: The Rise of Gaming Addiction. International Journal of Academic Research in Business and Social Sciences, 13(5), 2520 – 2535.en_US
dc.identifier.doi10.6007/IJARBSS/v13-i5/14834
dc.identifier.epage2535
dc.identifier.issn2222-6990
dc.identifier.issue5
dc.identifier.spage2520
dc.identifier.urihttps://hrmars.com/index.php/IJARBSS/article/view/14834/Amid-Covid-19-The-Rise-of-Gaming-Addiction
dc.identifier.urihttps://oarep.usim.edu.my/handle/123456789/7339
dc.identifier.volume13
dc.language.isoen_USen_US
dc.publisherHuman Resource Management Academic Research Societyen_US
dc.relation.ispartofInternational Journal of Academic Research in Business and Social Sciencesen_US
dc.subjectAddictive Behaviours, Compulsive Behaviours, Online Gaming Disorder, Adolescenceen_US
dc.titleAmid Covid-19: The Rise of Gaming Addictionen_US
dc.typeArticleen_US
dspace.entity.typePublication

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