Gaming Addiction in Kuwait: A Research Proposal on Behavioral Impacts
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This document presents a research proposal focused on gaming addiction in Kuwait. The introduction outlines the problem statement, emphasizing the negative impacts of increased online gaming on the physical and psychological well-being of youth. It explores the rationale for the research, research objectives, and identifies key factors such as technology, lifestyle, and cognitive abilities. The literature review delves into factors affecting gaming addiction, including external influences, lifestyle, income, peer pressure, cognitive ability, and the role of technology. The research hypotheses examine the impact of technology, human behavior, and lifestyle on gaming addiction. The research design employs positivism, a deductive approach, and a descriptive design. The proposal details the population, sampling strategy, participants, levels of measurement, types of tests, question design, data collection plans, and ethical considerations. The research aims to understand the factors contributing to gaming addiction in Kuwait and suggest mitigation strategies.

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
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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.
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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.
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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).
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