Gaming Addiction in Kuwait
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This report discusses gaming addiction in Kuwait. The report includes an introduction, a literature review, and a description of the research design and methods used to study the topic. The introduction includes a problem statement, rationale for the research, research objectives, factors identified, research hypotheses, definitions of important terms, and a summary. The literature review discusses factors affecting gaming addiction in Kuwait, the current status of the topic, and the reasoned action theory of human behavior. The research design and methods section describes the type of research, population, sampling strategy, participants and number of samples, levels of measurement, types of tests, question design, data collection plans, reliability and validity of instruments, pilot studies, ethical considerations, proposed analysis of data, implications and limitations of the study.
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Running head: GAMING ADDICTION IN KUWAIT
Gaming Addiction in Kuwait
Name of the Student:
Name of the University:
Author’s Note:
Gaming Addiction in Kuwait
Name of the Student:
Name of the University:
Author’s Note:
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2GAMING ADDICTION IN KUWAIT
Tables of Contents
Chapter 1: Introduction....................................................................................................................3
A. Problem statement................................................................................................................3
B. Rationale for the research.....................................................................................................3
C. Statement of the research objectives.....................................................................................4
D. Factors identified..................................................................................................................4
E. Research hypotheses.............................................................................................................4
F. Definitions of important terms used in proposal..................................................................4
G. Summary...............................................................................................................................5
Chapter 2: Literature review and hypothesis...................................................................................6
A. Factors affecting gaming addiction in Kuwait......................................................................6
B. Current status of the topic.....................................................................................................8
C. Describing each research hypothesis....................................................................................8
D. Reasoned action theory of human behavior..........................................................................9
E. Summary...............................................................................................................................9
Chapter 3: Research design and methods......................................................................................11
1. Type of research.................................................................................................................11
2. Population...........................................................................................................................11
3. Sampling strategy...............................................................................................................11
Tables of Contents
Chapter 1: Introduction....................................................................................................................3
A. Problem statement................................................................................................................3
B. Rationale for the research.....................................................................................................3
C. Statement of the research objectives.....................................................................................4
D. Factors identified..................................................................................................................4
E. Research hypotheses.............................................................................................................4
F. Definitions of important terms used in proposal..................................................................4
G. Summary...............................................................................................................................5
Chapter 2: Literature review and hypothesis...................................................................................6
A. Factors affecting gaming addiction in Kuwait......................................................................6
B. Current status of the topic.....................................................................................................8
C. Describing each research hypothesis....................................................................................8
D. Reasoned action theory of human behavior..........................................................................9
E. Summary...............................................................................................................................9
Chapter 3: Research design and methods......................................................................................11
1. Type of research.................................................................................................................11
2. Population...........................................................................................................................11
3. Sampling strategy...............................................................................................................11
3GAMING ADDICTION IN KUWAIT
4. Participants and number of samples...................................................................................12
5. Levels of measurement.......................................................................................................12
6. Types of test........................................................................................................................12
Question design...............................................................................................................12
Data collection plans.......................................................................................................13
Reliability and validity of instruments............................................................................14
Pilot studies.....................................................................................................................14
Ethical considerations.....................................................................................................14
Proposed analysis of data................................................................................................15
7. Implications and limitations of the study............................................................................15
References......................................................................................................................................16
Appendices....................................................................................................................................20
Appendix 1.................................................................................................................................20
Survey questionnaire.............................................................................................................20
Appendix 2.................................................................................................................................24
Time line................................................................................................................................24
4. Participants and number of samples...................................................................................12
5. Levels of measurement.......................................................................................................12
6. Types of test........................................................................................................................12
Question design...............................................................................................................12
Data collection plans.......................................................................................................13
Reliability and validity of instruments............................................................................14
Pilot studies.....................................................................................................................14
Ethical considerations.....................................................................................................14
Proposed analysis of data................................................................................................15
7. Implications and limitations of the study............................................................................15
References......................................................................................................................................16
Appendices....................................................................................................................................20
Appendix 1.................................................................................................................................20
Survey questionnaire.............................................................................................................20
Appendix 2.................................................................................................................................24
Time line................................................................................................................................24
4GAMING ADDICTION IN KUWAIT
Chapter 1: Introduction
A. Problem statement
Increased addition towards online game has been noticed that is compromising the
physical and psychological growth of the youth. Though the actual reason of increased online
gaming addition is unknown, it is proposed that technological advancement and modern
devices such as mobile phones and laptops have influenced gaming addiction. Gaming
addiction has severe disadvantages that are harmful to the people in various ways. The
learning ability of the individuals is affected negatively due to which individuals lose the
ability to concentrate. Additionally, social relationships get hampered, as the individuals lack
the ability to socialize resulting in isolation. Isolation leads to depression and anxiety often
leading to fatal outcomes for the individuals (Al-Menayes 2015).
B. Rationale for the research
The research is significant, as this will help in understanding the psychology of the
individuals that leads to gaming addition. The research will help in determining whether
gaming addition is developed due to technological advancement or liking towards game or
lack of social life. As a result, the relationship between gaming addiction and technological
advancement, social life and use of modern equipment can e assessed. Thus, the impact of
technology, social life and modern equipment on gaming addiction can be analyzed with or
without their presence. The research is also significant, as this will help in investigating the
potential gaps that leads to the development of gaming addiction. Identifying the gaps will
allow in suggesting ways of controlling and mitigating gaming addiction in Kuwait (Al-
Menayes 2015).
Chapter 1: Introduction
A. Problem statement
Increased addition towards online game has been noticed that is compromising the
physical and psychological growth of the youth. Though the actual reason of increased online
gaming addition is unknown, it is proposed that technological advancement and modern
devices such as mobile phones and laptops have influenced gaming addiction. Gaming
addiction has severe disadvantages that are harmful to the people in various ways. The
learning ability of the individuals is affected negatively due to which individuals lose the
ability to concentrate. Additionally, social relationships get hampered, as the individuals lack
the ability to socialize resulting in isolation. Isolation leads to depression and anxiety often
leading to fatal outcomes for the individuals (Al-Menayes 2015).
B. Rationale for the research
The research is significant, as this will help in understanding the psychology of the
individuals that leads to gaming addition. The research will help in determining whether
gaming addition is developed due to technological advancement or liking towards game or
lack of social life. As a result, the relationship between gaming addiction and technological
advancement, social life and use of modern equipment can e assessed. Thus, the impact of
technology, social life and modern equipment on gaming addiction can be analyzed with or
without their presence. The research is also significant, as this will help in investigating the
potential gaps that leads to the development of gaming addiction. Identifying the gaps will
allow in suggesting ways of controlling and mitigating gaming addiction in Kuwait (Al-
Menayes 2015).
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5GAMING ADDICTION IN KUWAIT
C. Statement of the research objectives
The objectives of the research are:
To understand the concept of addiction
To critically analyze the factors influencing gaming addition in Kuwait
To assess the relationship between human behavior and development of gaming
addiction in Kuwait
To suggest suitable ways of mitigating gaming addition in Kuwait
D. Factors identified
The different factors identified that results in the development of gaming addiction are
external factors, lifestyle, income, peer pressure, role of technology and cognitive ability.
E. Research hypotheses
The research hypotheses for set are
H1: Technology has an impact in developing gaming addiction
H2: Human behavior has an impact in developing gaming addiction
H3: Lifestyle of the individuals has an impact in developing gaming addiction
F. Definitions of important terms used in proposal
Addiction
Addiction is said to be a brain disorder that is characterized by compulsive engagement in
rewarding stimuli in spite of adverse consequences. Extensive use of anything excessively
led to addiction that depletes the ability of the individual to think and act appropriately and
affects daily life of individuals (Haug et al. 2015).
C. Statement of the research objectives
The objectives of the research are:
To understand the concept of addiction
To critically analyze the factors influencing gaming addition in Kuwait
To assess the relationship between human behavior and development of gaming
addiction in Kuwait
To suggest suitable ways of mitigating gaming addition in Kuwait
D. Factors identified
The different factors identified that results in the development of gaming addiction are
external factors, lifestyle, income, peer pressure, role of technology and cognitive ability.
E. Research hypotheses
The research hypotheses for set are
H1: Technology has an impact in developing gaming addiction
H2: Human behavior has an impact in developing gaming addiction
H3: Lifestyle of the individuals has an impact in developing gaming addiction
F. Definitions of important terms used in proposal
Addiction
Addiction is said to be a brain disorder that is characterized by compulsive engagement in
rewarding stimuli in spite of adverse consequences. Extensive use of anything excessively
led to addiction that depletes the ability of the individual to think and act appropriately and
affects daily life of individuals (Haug et al. 2015).
6GAMING ADDICTION IN KUWAIT
Cognitive ability
Cognitive ability is defined as the ability of an individual to process thoughts and perform
different mental activities associated with problem solving and learning (Duckworth and
Yeager 2015).
Technology
Technology is defined as the scientific knowledge that is put into practical use for solving
problems and facilitates invention of useful tools (Akaka and Vargo 2014).
Obsessive compulsive behavior
Compulsive behavior is defined as the process of performing an action repetitively and
persistently without being important for resulting in actual pleasure and reward. This is
defined as the unwanted thoughts that cause anxiety and distress (Pauls et al. 2014).
G. Summary
Thus, in this section, it can be summarized that gaming addiction is detrimental for the
physical, psychological and emotional well-being of the individuals. As a result of
gaming addition, the individuals develop depression and anxiety that ends with fatal
outcomes. Increased opportunity for the individuals to access technology and nuclear
familiar has led to the development of gaming addiction.
Cognitive ability
Cognitive ability is defined as the ability of an individual to process thoughts and perform
different mental activities associated with problem solving and learning (Duckworth and
Yeager 2015).
Technology
Technology is defined as the scientific knowledge that is put into practical use for solving
problems and facilitates invention of useful tools (Akaka and Vargo 2014).
Obsessive compulsive behavior
Compulsive behavior is defined as the process of performing an action repetitively and
persistently without being important for resulting in actual pleasure and reward. This is
defined as the unwanted thoughts that cause anxiety and distress (Pauls et al. 2014).
G. Summary
Thus, in this section, it can be summarized that gaming addiction is detrimental for the
physical, psychological and emotional well-being of the individuals. As a result of
gaming addition, the individuals develop depression and anxiety that ends with fatal
outcomes. Increased opportunity for the individuals to access technology and nuclear
familiar has led to the development of gaming addiction.
7GAMING ADDICTION IN KUWAIT
Chapter 2: Literature review and hypothesis
A. Factors affecting gaming addiction in Kuwait
External factors: The external factors affecting game addiction includes the political
and social aspects of a country. If the government of a country makes games and
internet available to the population from a early age, development of game addiction
is noticed. However, on the other hand, the pressure from the society to be updated
with the recent technology also leads to gaming addiction (Xu, Turel and Yuan 2012).
Lifestyle: Lifestyle is said to be one of the factors that results in game addiction.
According to Holt-Lunstad et al. (2015), nuclear family leads to isolation and
minimizes the opportunity of engaging. Thus, in order to keep them engaged, the
individuals take the help of games and playing it continuously leads to addiction. On
the other hand, lack of guidance from the parents also results in game addiction. As
young, they lack the understanding of where to limit themselves and lack of parental
interference results in developing gaming addiction (Ekinci et al. 2017).
Income: As mentioned by Kim and Park (2015), the monthly income of the family or
the individuals results in developing gaming addiction. The ability to purchase new
games is influenced by the economic condition, as the games are priced highly. On
the other hand, the confidence of having economic stability provides an opportunity
for the individuals to spend limitlessly on games and video games and continuous
playing results in game addiction (Naturalspublishing.com 2019). Thus, family
wealth can lead to game addiction, as the individuals can play games uninterruptedly.
Chapter 2: Literature review and hypothesis
A. Factors affecting gaming addiction in Kuwait
External factors: The external factors affecting game addiction includes the political
and social aspects of a country. If the government of a country makes games and
internet available to the population from a early age, development of game addiction
is noticed. However, on the other hand, the pressure from the society to be updated
with the recent technology also leads to gaming addiction (Xu, Turel and Yuan 2012).
Lifestyle: Lifestyle is said to be one of the factors that results in game addiction.
According to Holt-Lunstad et al. (2015), nuclear family leads to isolation and
minimizes the opportunity of engaging. Thus, in order to keep them engaged, the
individuals take the help of games and playing it continuously leads to addiction. On
the other hand, lack of guidance from the parents also results in game addiction. As
young, they lack the understanding of where to limit themselves and lack of parental
interference results in developing gaming addiction (Ekinci et al. 2017).
Income: As mentioned by Kim and Park (2015), the monthly income of the family or
the individuals results in developing gaming addiction. The ability to purchase new
games is influenced by the economic condition, as the games are priced highly. On
the other hand, the confidence of having economic stability provides an opportunity
for the individuals to spend limitlessly on games and video games and continuous
playing results in game addiction (Naturalspublishing.com 2019). Thus, family
wealth can lead to game addiction, as the individuals can play games uninterruptedly.
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8GAMING ADDICTION IN KUWAIT
Peer pressure: Peer pressure can be categorized in factors such as adolescences, lack
of adequate self esteem and increased stress in life. According to Weinstein et al.
(2015), the pressure of keeping up with the rest of the individuals in the same age and
being in trend results in development of game addiction for the adolescents. They do
not tend to think the right and the wrong and just goes with the flow without judging
their capability. However, as argued by Brewer and Kerslake (2015), low self-esteem
prevents the individuals to connect socially and results in isolation. Thus, in order to
cope up with isolation individuals take the help of games and continuous playing
results in addiction. Additionally, playing online games is also used as a stress buster
for the individuals that results in developing inadequate social skills and laziness that
influences game addiction.
Cognitive ability: According to Diaz and Hakuta (2014), the level of individual
intelligence results in developing game addiction. This is because not all individuals
possess the intelligence of understanding when liking is converted to addiction. In
addition to, difference in the level of maturity also results in game addiction because
the individuals hardly realize when to withdraw themselves. However, as argued by
Schmitt (2014), seeing the family members playing games continuously also leads to
game addiction, as there is no one to understand whether it is going in the right
direction or not.
Role of technology: According to Kriegler et al. (2014), technological advancement
has led to the development of high tech and visually appealing games that attract the
individuals. The individuals tend to get lost in the visual and audio effect of the
games resulting in game addiction. Additionally, easy availability of internet and
Peer pressure: Peer pressure can be categorized in factors such as adolescences, lack
of adequate self esteem and increased stress in life. According to Weinstein et al.
(2015), the pressure of keeping up with the rest of the individuals in the same age and
being in trend results in development of game addiction for the adolescents. They do
not tend to think the right and the wrong and just goes with the flow without judging
their capability. However, as argued by Brewer and Kerslake (2015), low self-esteem
prevents the individuals to connect socially and results in isolation. Thus, in order to
cope up with isolation individuals take the help of games and continuous playing
results in addiction. Additionally, playing online games is also used as a stress buster
for the individuals that results in developing inadequate social skills and laziness that
influences game addiction.
Cognitive ability: According to Diaz and Hakuta (2014), the level of individual
intelligence results in developing game addiction. This is because not all individuals
possess the intelligence of understanding when liking is converted to addiction. In
addition to, difference in the level of maturity also results in game addiction because
the individuals hardly realize when to withdraw themselves. However, as argued by
Schmitt (2014), seeing the family members playing games continuously also leads to
game addiction, as there is no one to understand whether it is going in the right
direction or not.
Role of technology: According to Kriegler et al. (2014), technological advancement
has led to the development of high tech and visually appealing games that attract the
individuals. The individuals tend to get lost in the visual and audio effect of the
games resulting in game addiction. Additionally, easy availability of internet and
9GAMING ADDICTION IN KUWAIT
smart devices such as smart phones, laptops and play stations also results in the
development of game addiction.
B. Current status of the topic
Currently, the topic is under progress, as extensive and detailed information about
game addiction in Kuwait is yet to be conducted. As of now, chapter one is conducted
that highlights the research objectives and hypotheses but yet research aim and questions
are to be developed. Additionally, an overview of the research topic needs to be
developed along with mentioning the entire layout of the work. Moreover, detailed
literature review alongside analyzing the negative impacts is yet to be done. The survey
responses are yet to be collected followed analyzing it by using co-relation and regression
analysis via SPSS software. The ethical proof from the university is still under process
that is essential for data analysis.
C. Describing each research hypothesis
H1: Technology has an impact in developing gaming addiction
Technology is advancing rapidly that is influencing the engagement of the population
extensively. Assessing the relationship between technology and game addiction is
necessary for determining whether the two variables have a strong or weak
association thereby, accepting or rejecting the set hypothesis.
H2: Human behavior has an impact in developing gaming addiction
Humans are different in nature signifying that some are introvert in nature while
others are extrovert in nature. Thus, this hypothesis aims towards determining
whether the introvert or the extrovert nature of the human behavior has an impact on
developing game addiction.
smart devices such as smart phones, laptops and play stations also results in the
development of game addiction.
B. Current status of the topic
Currently, the topic is under progress, as extensive and detailed information about
game addiction in Kuwait is yet to be conducted. As of now, chapter one is conducted
that highlights the research objectives and hypotheses but yet research aim and questions
are to be developed. Additionally, an overview of the research topic needs to be
developed along with mentioning the entire layout of the work. Moreover, detailed
literature review alongside analyzing the negative impacts is yet to be done. The survey
responses are yet to be collected followed analyzing it by using co-relation and regression
analysis via SPSS software. The ethical proof from the university is still under process
that is essential for data analysis.
C. Describing each research hypothesis
H1: Technology has an impact in developing gaming addiction
Technology is advancing rapidly that is influencing the engagement of the population
extensively. Assessing the relationship between technology and game addiction is
necessary for determining whether the two variables have a strong or weak
association thereby, accepting or rejecting the set hypothesis.
H2: Human behavior has an impact in developing gaming addiction
Humans are different in nature signifying that some are introvert in nature while
others are extrovert in nature. Thus, this hypothesis aims towards determining
whether the introvert or the extrovert nature of the human behavior has an impact on
developing game addiction.
10GAMING ADDICTION IN KUWAIT
H3: Lifestyle of the individuals has an impact in developing gaming addiction
The lifestyle in the modern day is fairly distinctive from that of the past days.
Previously, big families were found due to which all the members remained
somewhat engaged. However, recently, nuclear families are more prevalent resulting
in isolation and modes of engagement are found in mobile phones, social media and
online games. Thus, the hypothesis aims towards determining if the lifestyle of the
individuals facilitates in developing game addiction.
D. Reasoned action theory of human behavior
The theory was proposed by Ajzen and Fishbein that assumes the behavior of the humans
is directed in rational thought and the attitude reflected by the humans is a result of
similar valued outcome. As a result, the theory emphasizes on the acting that influences
the behavior directly (Montano and Kasprzyk 2015). The situational factors such as the
lifestyle, the availability of technology and individual introvert or extrovert nature has a
direct impact on the attitudes and the choices they make. The theory also stated that lack
of confidence and control over the individual behavior prevents the individuals to
determine when to stop or continue. As a result, the intention of playing games turns into
a behavior followed by developing addiction towards online game (Paul, Modi and Patel
2016).
E. Summary
Thus, in this chapter, it can be summarized that game addiction is a recent issue that is
gaining concern globally. Game addiction can be developed due to varied reasons out of
which six major factors are listed and discussed. Though actual reason of developing
game addiction is still unknown, the information suggests that the mentioned factors
H3: Lifestyle of the individuals has an impact in developing gaming addiction
The lifestyle in the modern day is fairly distinctive from that of the past days.
Previously, big families were found due to which all the members remained
somewhat engaged. However, recently, nuclear families are more prevalent resulting
in isolation and modes of engagement are found in mobile phones, social media and
online games. Thus, the hypothesis aims towards determining if the lifestyle of the
individuals facilitates in developing game addiction.
D. Reasoned action theory of human behavior
The theory was proposed by Ajzen and Fishbein that assumes the behavior of the humans
is directed in rational thought and the attitude reflected by the humans is a result of
similar valued outcome. As a result, the theory emphasizes on the acting that influences
the behavior directly (Montano and Kasprzyk 2015). The situational factors such as the
lifestyle, the availability of technology and individual introvert or extrovert nature has a
direct impact on the attitudes and the choices they make. The theory also stated that lack
of confidence and control over the individual behavior prevents the individuals to
determine when to stop or continue. As a result, the intention of playing games turns into
a behavior followed by developing addiction towards online game (Paul, Modi and Patel
2016).
E. Summary
Thus, in this chapter, it can be summarized that game addiction is a recent issue that is
gaining concern globally. Game addiction can be developed due to varied reasons out of
which six major factors are listed and discussed. Though actual reason of developing
game addiction is still unknown, the information suggests that the mentioned factors
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11GAMING ADDICTION IN KUWAIT
influences game addiction. The chapter explains the set hypothesis in reference with the
research title thereby, justifying the formulation that needs to be either accepted or
rejected based on the values of the data analysis.
influences game addiction. The chapter explains the set hypothesis in reference with the
research title thereby, justifying the formulation that needs to be either accepted or
rejected based on the values of the data analysis.
12GAMING ADDICTION IN KUWAIT
Chapter 3: Research design and methods
1. Type of research
For this research, positivism philosophy, deductive approach and descriptive
research design has been used. Positivism philosophy has allowed the use of factual
knowledge about gaming addiction thereby, conducting statistical analysis. Deductive
approach facilitated referring to human behavior theory and previous researches about
gaming addiction followed by exploring the gaming addiction issues and the reasons for
occurrences of the issues (Kumar 2019).
2. Population
The research population is said to be the well-defined group of individuals that
highlights similar characteristics. For this study, the population size selected is 300 that
are aware about gaming addiction. The common trait of the population is their knowledge
about gaming addiction that binds them together (Mackey and Gass 2015).
3. Sampling strategy
The two major types of sampling strategies are non-probability and random
probability sampling technique. While random probability sampling technique highlights
equal or random chances, non-probability sampling technique does not provide random
chances. For this study, random probability sampling strategy is used, as this allowed all
the participants in the selected population to be a part of the data collection process
thereby, investigating the impact of gaming impact in Kuwait (Vaioleti 2016).
Chapter 3: Research design and methods
1. Type of research
For this research, positivism philosophy, deductive approach and descriptive
research design has been used. Positivism philosophy has allowed the use of factual
knowledge about gaming addiction thereby, conducting statistical analysis. Deductive
approach facilitated referring to human behavior theory and previous researches about
gaming addiction followed by exploring the gaming addiction issues and the reasons for
occurrences of the issues (Kumar 2019).
2. Population
The research population is said to be the well-defined group of individuals that
highlights similar characteristics. For this study, the population size selected is 300 that
are aware about gaming addiction. The common trait of the population is their knowledge
about gaming addiction that binds them together (Mackey and Gass 2015).
3. Sampling strategy
The two major types of sampling strategies are non-probability and random
probability sampling technique. While random probability sampling technique highlights
equal or random chances, non-probability sampling technique does not provide random
chances. For this study, random probability sampling strategy is used, as this allowed all
the participants in the selected population to be a part of the data collection process
thereby, investigating the impact of gaming impact in Kuwait (Vaioleti 2016).
13GAMING ADDICTION IN KUWAIT
4. Participants and number of samples
The population selected for analyzing gaming impact in Kuwait is 100. The
population size is selected in order to understand the overall consequences of gaming
addiction in Kuwait (Bresler and Stake 2017).
5. Levels of measurement
There are four levels of measurements that include nominal, ordinal, interval and
ratio. Out of the four levels, nominal level of measurement is used for classifying data
whereas interval level and ratio level helps in obtaining more exact results. Thus, both
interval and ratio level of measurement is used for investigating gaming addiction in
Kuwait (Ledford and Gast 2018).
6. Types of test
For this study, co-relation and regression analysis has been used, as this allowed
assessing the relationship between the variables such as technology, human behavior and
lifestyle with developing addiction towards game (Alvesson and Skoldberg 2017).
Question design
Factors Survey questions
External factor The economic condition affects game addiction in
Kuwait
Government facilitates game addiction
Societal pressure results in game addiction
Lifestyle Nuclear family nature results in game addiction
Fear of being left behind in the family leads to game
4. Participants and number of samples
The population selected for analyzing gaming impact in Kuwait is 100. The
population size is selected in order to understand the overall consequences of gaming
addiction in Kuwait (Bresler and Stake 2017).
5. Levels of measurement
There are four levels of measurements that include nominal, ordinal, interval and
ratio. Out of the four levels, nominal level of measurement is used for classifying data
whereas interval level and ratio level helps in obtaining more exact results. Thus, both
interval and ratio level of measurement is used for investigating gaming addiction in
Kuwait (Ledford and Gast 2018).
6. Types of test
For this study, co-relation and regression analysis has been used, as this allowed
assessing the relationship between the variables such as technology, human behavior and
lifestyle with developing addiction towards game (Alvesson and Skoldberg 2017).
Question design
Factors Survey questions
External factor The economic condition affects game addiction in
Kuwait
Government facilitates game addiction
Societal pressure results in game addiction
Lifestyle Nuclear family nature results in game addiction
Fear of being left behind in the family leads to game
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14GAMING ADDICTION IN KUWAIT
addiction
Lack of parental guidance leads to game addiction
Income The monthly income affects game addiction
Confidence in monetary saving affects game
addiction
Family wealth facilitates game addiction
Peer pressure Adolescence influences game addiction
Low self esteem of socializing results in game
addiction
Increased stress results in game addiction
Cognitive ability Individual level of intelligence affects game addiction
Seeing the family members playing continuously in
game addiction
Maturity level results in game addiction
Role of technology Technology friendly influences game addiction
Readily internet availability affects game addiction
Availability of smart devices results in game
addiction
Data collection plans
Out of primary and secondary data collection plans, primary data collection plan
is used for this study. Primary data collection plan is best-suited for this study because
gaming is a recent phenomenon that is identified in Kuwait. Thus, primary data collection
addiction
Lack of parental guidance leads to game addiction
Income The monthly income affects game addiction
Confidence in monetary saving affects game
addiction
Family wealth facilitates game addiction
Peer pressure Adolescence influences game addiction
Low self esteem of socializing results in game
addiction
Increased stress results in game addiction
Cognitive ability Individual level of intelligence affects game addiction
Seeing the family members playing continuously in
game addiction
Maturity level results in game addiction
Role of technology Technology friendly influences game addiction
Readily internet availability affects game addiction
Availability of smart devices results in game
addiction
Data collection plans
Out of primary and secondary data collection plans, primary data collection plan
is used for this study. Primary data collection plan is best-suited for this study because
gaming is a recent phenomenon that is identified in Kuwait. Thus, primary data collection
15GAMING ADDICTION IN KUWAIT
will help gathering recent and updated data about gaming addiction reasons and
consequences (Bauer 2014).
Reliability and validity of instruments
Reliability of an instrument is defined as the estimated ability for evaluating the
measures, internal consistency of the measurement instruments and the reliability scores.
On the other hand, validity is defined as the method that facilitates warranting the
interpretations of the results that is based on using a specific test. For this study, the
reliability and validity is tested by developing survey questionnaire (Choy 2014).
Pilot studies
Pilot study is defined as a small-scale experiment that is conducted prior to the
study for analyzing the feasibility, cost, adverse events and time along with enhancing the
design of the study before beginning the full-term research project. It is a crucial element
for a good and high quality study (Jamshed 2014).
Ethical considerations
Data confidentiality is a significant ethical consideration that needs to be
followed. According to this ethics, the identity and the data shared by them should be
disclosed and kept confidential for mitigating biasness and conflicts. As survey is used,
willing participation of the samples is another research ethics. As per this ethics, the
consent forms should be signed prior data collection. Additionally, data manipulation,
using of data for commercial purpose and collecting data from non-authentic source is
against the research ethics (McCusker and Gunaydin 2015).
will help gathering recent and updated data about gaming addiction reasons and
consequences (Bauer 2014).
Reliability and validity of instruments
Reliability of an instrument is defined as the estimated ability for evaluating the
measures, internal consistency of the measurement instruments and the reliability scores.
On the other hand, validity is defined as the method that facilitates warranting the
interpretations of the results that is based on using a specific test. For this study, the
reliability and validity is tested by developing survey questionnaire (Choy 2014).
Pilot studies
Pilot study is defined as a small-scale experiment that is conducted prior to the
study for analyzing the feasibility, cost, adverse events and time along with enhancing the
design of the study before beginning the full-term research project. It is a crucial element
for a good and high quality study (Jamshed 2014).
Ethical considerations
Data confidentiality is a significant ethical consideration that needs to be
followed. According to this ethics, the identity and the data shared by them should be
disclosed and kept confidential for mitigating biasness and conflicts. As survey is used,
willing participation of the samples is another research ethics. As per this ethics, the
consent forms should be signed prior data collection. Additionally, data manipulation,
using of data for commercial purpose and collecting data from non-authentic source is
against the research ethics (McCusker and Gunaydin 2015).
16GAMING ADDICTION IN KUWAIT
Proposed analysis of data
Out of qualitative and quantitative data analysis techniques, a quantitative data
analysis technique is proposed. Quantitative data analysis technique is the best suited
because this allowed considering the numbers of participants agreeing and disagreeing to
the specific research questions (Humphries 2017).
7. Implications and limitations of the study
For the information provided, it can be anticipated that gaming addiction in Kuwait are
on rise and damaging the social, physical and psychological well-being of the addicted
individuals. It is implied that the gaming addiction is increasing in Kuwait to the
conservative and orthodox nature of the society. Additionally, technology availability is
also influencing playing games, as it is fairly new for them than the rest of the world.
Time and budget were the two limitations of the study that compromised the
quality of the research work. Inadequate time forced the researcher to rush the research
due to which extensive and in-depth study and regular follow-up was limited.
Additionally, limited budget restricted accessing valuable pieces of literature that had
similar information.
Proposed analysis of data
Out of qualitative and quantitative data analysis techniques, a quantitative data
analysis technique is proposed. Quantitative data analysis technique is the best suited
because this allowed considering the numbers of participants agreeing and disagreeing to
the specific research questions (Humphries 2017).
7. Implications and limitations of the study
For the information provided, it can be anticipated that gaming addiction in Kuwait are
on rise and damaging the social, physical and psychological well-being of the addicted
individuals. It is implied that the gaming addiction is increasing in Kuwait to the
conservative and orthodox nature of the society. Additionally, technology availability is
also influencing playing games, as it is fairly new for them than the rest of the world.
Time and budget were the two limitations of the study that compromised the
quality of the research work. Inadequate time forced the researcher to rush the research
due to which extensive and in-depth study and regular follow-up was limited.
Additionally, limited budget restricted accessing valuable pieces of literature that had
similar information.
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17GAMING ADDICTION IN KUWAIT
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research. Sage.
Bauer, G.R., 2014. Incorporating intersectionality theory into population health research
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medicine, 110, pp.10-17.
Bresler, L. and Stake, R.E., 2017. Qualitative research methodology in music education.
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18GAMING ADDICTION IN KUWAIT
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methodology. Routledge.
Jamshed, S., 2014. Qualitative research method-interviewing and observation. Journal of basic
and clinical pharmacy, 5(4), p.87.
Kim, H. and Park, D., 2015. Factors Affecting Internet Gaming Addiction: SNS Addiction
Tendencies, Self-Esteem, and Interpersonal Relationships among Male Middle School
Students. Indian Journal of Science and Technology, 8(S8), pp.212-218.
Kriegler, E., Weyant, J.P., Blanford, G.J., Krey, V., Clarke, L., Edmonds, J., Fawcett, A.,
Luderer, G., Riahi, K., Richels, R. and Rose, S.K., 2014. The role of technology for achieving
19GAMING ADDICTION IN KUWAIT
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Limited.
Ledford, J.R. and Gast, D.L., 2018. Single case research methodology: Applications in special
education and behavioral sciences. Routledge.
Mackey, A. and Gass, S.M., 2015. Second language research: Methodology and design.
Routledge.
McCusker, K. and Gunaydin, S., 2015. Research using qualitative, quantitative or mixed
methods and choice based on the research. Perfusion, 30(7), pp.537-542.
Montano, D.E. and Kasprzyk, D., 2015. Theory of reasoned action, theory of planned behavior,
and the integrated behavioral model. Health behavior: Theory, research and practice, pp.95-124.
Naturalspublishing.com. (2019). [online] Available at:
http://www.naturalspublishing.com/files/published/d54w64u81y97q5.pdf [Accessed 19 Feb.
2019].
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planned behavior and reasoned action. Journal of retailing and consumer services, 29, pp.123-
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disorder: an integrative genetic and neurobiological perspective. Nature Reviews
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20GAMING ADDICTION IN KUWAIT
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21GAMING ADDICTION IN KUWAIT
Appendices
Appendix 1
Survey questionnaire
Demographic questions
What is your age?
12-16 years
17-21 years
22-27 years
28 years and above
What is you gender
Male
Female
Is internet readily available in Kuwait?
Yes
No
May be
How frequently do you play online games?
Appendices
Appendix 1
Survey questionnaire
Demographic questions
What is your age?
12-16 years
17-21 years
22-27 years
28 years and above
What is you gender
Male
Female
Is internet readily available in Kuwait?
Yes
No
May be
How frequently do you play online games?
22GAMING ADDICTION IN KUWAIT
Hourly
Daily
Weekly
Monthly
Yearly
Objective questions
External
factors
Questions SA A N D SD
EF1 The economic condition affects game
addiction in Kuwait
EF2 Government facilitates game addiction
EF3 Societal pressure results in game addiction
Lifestyle Questions SA A N D SD
L1 Nuclear family nature results in game
addiction
L2 Fear of being left behind in the family leads
to game addiction
L3 Lack of parental guidance leads to game
addiction
Hourly
Daily
Weekly
Monthly
Yearly
Objective questions
External
factors
Questions SA A N D SD
EF1 The economic condition affects game
addiction in Kuwait
EF2 Government facilitates game addiction
EF3 Societal pressure results in game addiction
Lifestyle Questions SA A N D SD
L1 Nuclear family nature results in game
addiction
L2 Fear of being left behind in the family leads
to game addiction
L3 Lack of parental guidance leads to game
addiction
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23GAMING ADDICTION IN KUWAIT
Income Questions SA A N D SD
I1 The monthly income affects game addiction
I2 Confidence in monetary saving affects game
addiction
I3 Family wealth facilitates game addiction
Peer
pressure
Questions SA A N D SD
PP1 Adolescence influences game addiction
PP2 Low self esteem of socializing results in
game addiction
PP3 Increased stress results in game addiction
Cognitive
ability
Questions SA A N D SD
CA1 Individual level of intelligence affects game
addiction
CA2 Seeing the family members playing
continuously in game addiction
CA3 Maturity level results in game addiction
Role of Questions SA A N D SD
Income Questions SA A N D SD
I1 The monthly income affects game addiction
I2 Confidence in monetary saving affects game
addiction
I3 Family wealth facilitates game addiction
Peer
pressure
Questions SA A N D SD
PP1 Adolescence influences game addiction
PP2 Low self esteem of socializing results in
game addiction
PP3 Increased stress results in game addiction
Cognitive
ability
Questions SA A N D SD
CA1 Individual level of intelligence affects game
addiction
CA2 Seeing the family members playing
continuously in game addiction
CA3 Maturity level results in game addiction
Role of Questions SA A N D SD
24GAMING ADDICTION IN KUWAIT
technology
RT1 Technology friendly influences game
addiction
RT2 Readily internet availability affects game
addiction
RT3 Availability of smart devices results in game
addiction
technology
RT1 Technology friendly influences game
addiction
RT2 Readily internet availability affects game
addiction
RT3 Availability of smart devices results in game
addiction
25GAMING ADDICTION IN KUWAIT
Appendix 2
Time line
Main activities1st week6th week12th week18th week20th week24th week
Topic selection
Reviewing
literature
Developing
Research
methodology
Collection of
primary data
(online survey and
interview)
Analysis and
interpretation of
data
Findings
Conclusion and
Recommendation
Final submission
Appendix 2
Time line
Main activities1st week6th week12th week18th week20th week24th week
Topic selection
Reviewing
literature
Developing
Research
methodology
Collection of
primary data
(online survey and
interview)
Analysis and
interpretation of
data
Findings
Conclusion and
Recommendation
Final submission
1 out of 25
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