Gaming's Psychological Impact on Malaysian Adolescents: A Proposal
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AI Summary
This project proposal investigates the impact of gaming on the psychological behavior and health of adolescents in Malaysia. It addresses research questions related to the effects of gaming on mental health, socialization, and deviant behavior, considering gender differences and potential interventions. The proposal includes a literature review covering addiction, self-regulation, depression, aggression, and health issues related to gaming, as well as gamification, parenting control, entertainment value, and economic aspects. The research methodology outlines the theoretical framework, sampling plan, data collection methods, and limitations. The study aims to fill the knowledge gap regarding digital games and their effects on psychological behavior and social health among young people in Malaysia, providing insights for addressing gaming disorders and promoting positive gaming experiences. Desklib provides access to similar project proposals and solved assignments for students.

Project Proposal 1
PROJECT PROPOSAL: IMPACT OF GAMING ON PSYCHOLOGICAL BEHAVIOR AND
HEALTH AMONG ADOLESCENT GROUPS IN MALAYSIA
Name
Course
Tutor
University
City/State
Date
PROJECT PROPOSAL: IMPACT OF GAMING ON PSYCHOLOGICAL BEHAVIOR AND
HEALTH AMONG ADOLESCENT GROUPS IN MALAYSIA
Name
Course
Tutor
University
City/State
Date
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Project Proposal 2
Table of Contents
1.0 Introduction................................................................................................................................2
1.1 Research questions.................................................................................................................3
1.2 The rationale of the Research and the possible benefits........................................................4
1.3 Main issues to be investigated to achieve the Research Objectives.......................................5
1.4 The structure of the project research proposal.......................................................................5
2.0. Literature Review.....................................................................................................................6
2.1. Addiction, Engagement and Problematic use.......................................................................6
Self-regulation..........................................................................................................................7
Depression................................................................................................................................8
Behavioral Effects........................................................................................................................8
Aggression................................................................................................................................8
Appraisal and Decision Making...............................................................................................9
Health issue on Gaming.............................................................................................................10
Gamification...............................................................................................................................11
Parenting Control on their children on gaming..........................................................................13
Entertainment value...................................................................................................................14
Economic issues in Gaming.......................................................................................................14
Literature Summary...................................................................................................................15
Table of Contents
1.0 Introduction................................................................................................................................2
1.1 Research questions.................................................................................................................3
1.2 The rationale of the Research and the possible benefits........................................................4
1.3 Main issues to be investigated to achieve the Research Objectives.......................................5
1.4 The structure of the project research proposal.......................................................................5
2.0. Literature Review.....................................................................................................................6
2.1. Addiction, Engagement and Problematic use.......................................................................6
Self-regulation..........................................................................................................................7
Depression................................................................................................................................8
Behavioral Effects........................................................................................................................8
Aggression................................................................................................................................8
Appraisal and Decision Making...............................................................................................9
Health issue on Gaming.............................................................................................................10
Gamification...............................................................................................................................11
Parenting Control on their children on gaming..........................................................................13
Entertainment value...................................................................................................................14
Economic issues in Gaming.......................................................................................................14
Literature Summary...................................................................................................................15

Project Proposal 3
3.0 Research Methodology............................................................................................................16
3.1 Theoretical Framework and Measurements of Constructs..................................................17
3.2 Sampling Plan and data collection methods........................................................................18
3.3 Limitations of the Research Methods and how the constraints affect the Research findings
....................................................................................................................................................18
List of references...........................................................................................................................21
3.0 Research Methodology............................................................................................................16
3.1 Theoretical Framework and Measurements of Constructs..................................................17
3.2 Sampling Plan and data collection methods........................................................................18
3.3 Limitations of the Research Methods and how the constraints affect the Research findings
....................................................................................................................................................18
List of references...........................................................................................................................21
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Project Proposal 4
1.0 Introduction
Gaming or computer games have become one of the most popular and attractive media amongst
the young generation with even some adult groups taking part in the games. The gaming
activities are shared among boys as compared to the girls with research showing that gaming has
had both positive and negative effects on the individuals or participants psychological behavior
as well as their health (Pontes & Griffiths, 2014, p. 6). However the impact of the gaming
activities on particular individuals either psychologically or health wise depends on the nature of
the games, the content of the game, the amount of time spent on the game as well as the
mechanics of the game (Lam, 2014, p. 16). Amy scholars have engaged in research to investigate
the impact of gaming activities amongst the adolescents groups on their socialization process
resulting into findings that the more time spent on the digital computer games by the participants,
the less social communication or socialization the adolescents make with their families and
relatives and hence contributing negatively to their social health (Wang et al. 2015, p. 33).
Psychologically gaming has been attributed to causing mental disorder, and according to the
World Health Organization, the organization is close to classifying gaming disorder as a mental
health condition in its 2018 manual on diseases. However, to understand the impact of gaming,
the underlying question would be, assuming the extent to which gaming experience affects an
individual thinking capacity.
The effect of the games varies regarding different levels focused on different learning aspects
(Ding et al. 2014, p. 42). The games have become a powerful learning tool for the young
generation since the content of the games is very active, designed to offer problem-solving skills
1.0 Introduction
Gaming or computer games have become one of the most popular and attractive media amongst
the young generation with even some adult groups taking part in the games. The gaming
activities are shared among boys as compared to the girls with research showing that gaming has
had both positive and negative effects on the individuals or participants psychological behavior
as well as their health (Pontes & Griffiths, 2014, p. 6). However the impact of the gaming
activities on particular individuals either psychologically or health wise depends on the nature of
the games, the content of the game, the amount of time spent on the game as well as the
mechanics of the game (Lam, 2014, p. 16). Amy scholars have engaged in research to investigate
the impact of gaming activities amongst the adolescents groups on their socialization process
resulting into findings that the more time spent on the digital computer games by the participants,
the less social communication or socialization the adolescents make with their families and
relatives and hence contributing negatively to their social health (Wang et al. 2015, p. 33).
Psychologically gaming has been attributed to causing mental disorder, and according to the
World Health Organization, the organization is close to classifying gaming disorder as a mental
health condition in its 2018 manual on diseases. However, to understand the impact of gaming,
the underlying question would be, assuming the extent to which gaming experience affects an
individual thinking capacity.
The effect of the games varies regarding different levels focused on different learning aspects
(Ding et al. 2014, p. 42). The games have become a powerful learning tool for the young
generation since the content of the games is very active, designed to offer problem-solving skills
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Project Proposal 5
though established puzzles and techniques, provides self-assessment and a better social learning
environment. The matches have therefore been found to impact on an individual psychological
behavior as well as on their health. This study will, therefore, focus on developing a research
proposal report to investigate the impact of gaming on mental behavior and health.
1.1 Research questions
To enhance the reliability of the findings of this research proposal, the research will be guided by
various research questions designed to help the researchers get in-depth analysis of the main
issues as stated in the research problem statement.
RQ1. What is the impact of digital gaming activities on individual psychological behavior and
their health?
RQ2. Is there any healthy relationship between gaming activities and the rise of mental disorders
amongst the young generation?
RQ3. Does gaming activities to increased or decreased socialization activities and hence
affecting individual social health?
RQ4. What are the positive and negative effects of digital gaming on an individual psychological
behavior and their social health?
RQ5. Does gender contribute to the differentiation and relevance of the gaming activities
amongst the adolescent's groups?
though established puzzles and techniques, provides self-assessment and a better social learning
environment. The matches have therefore been found to impact on an individual psychological
behavior as well as on their health. This study will, therefore, focus on developing a research
proposal report to investigate the impact of gaming on mental behavior and health.
1.1 Research questions
To enhance the reliability of the findings of this research proposal, the research will be guided by
various research questions designed to help the researchers get in-depth analysis of the main
issues as stated in the research problem statement.
RQ1. What is the impact of digital gaming activities on individual psychological behavior and
their health?
RQ2. Is there any healthy relationship between gaming activities and the rise of mental disorders
amongst the young generation?
RQ3. Does gaming activities to increased or decreased socialization activities and hence
affecting individual social health?
RQ4. What are the positive and negative effects of digital gaming on an individual psychological
behavior and their social health?
RQ5. Does gender contribute to the differentiation and relevance of the gaming activities
amongst the adolescent's groups?

Project Proposal 6
RQ6. What action can be taken to influence positive gaming experience to reduce the negative
psychological behavior and social health and maximize the benefits of gaming activities on
individual psychological and social behavior?
1.2 The rationale of the Research and the possible benefits
Gaming activities have become rampant amongst the adolescent's groups in the society and have
been found to impact their social health as well as their psychological behavior. There has been
increasingly reported case of mental disorder amongst the youth or the young generations with
the World Health organization categorizing gaming disorder amongst is 2018 lists of mental
disorders or diseases (Hussain et al. 2015, p. 225). Many scholars have engaged in various
studies to investigate the impact of gaming activities on students’ performance, socialization
process, and participation on technical subjects as well as the effects of increased deviant
behavior. Limited research has therefore been done to investigate the impact of the gaming
activities or digital game on individual psychological behavior and social health (Anderson et al.
2017, p. 440). This research, therefore, aims to provide more insights and fill the existing
literature gap that will contribute to increased knowledge on digital games and their impact. The
study finds will, therefore, add to the development of increased knowledge on digital games and
their effects on psychological behavior. It will help us understand the relationship between the
rises of gaming activities and associated gaming disorders and how they contribute to increased
mental disorders (Billieux et al. 2015, p. 465). The research findings will also help us understand
how gaming activities have impacted on individual social health and whether the decline in
RQ6. What action can be taken to influence positive gaming experience to reduce the negative
psychological behavior and social health and maximize the benefits of gaming activities on
individual psychological and social behavior?
1.2 The rationale of the Research and the possible benefits
Gaming activities have become rampant amongst the adolescent's groups in the society and have
been found to impact their social health as well as their psychological behavior. There has been
increasingly reported case of mental disorder amongst the youth or the young generations with
the World Health organization categorizing gaming disorder amongst is 2018 lists of mental
disorders or diseases (Hussain et al. 2015, p. 225). Many scholars have engaged in various
studies to investigate the impact of gaming activities on students’ performance, socialization
process, and participation on technical subjects as well as the effects of increased deviant
behavior. Limited research has therefore been done to investigate the impact of the gaming
activities or digital game on individual psychological behavior and social health (Anderson et al.
2017, p. 440). This research, therefore, aims to provide more insights and fill the existing
literature gap that will contribute to increased knowledge on digital games and their impact. The
study finds will, therefore, add to the development of increased knowledge on digital games and
their effects on psychological behavior. It will help us understand the relationship between the
rises of gaming activities and associated gaming disorders and how they contribute to increased
mental disorders (Billieux et al. 2015, p. 465). The research findings will also help us understand
how gaming activities have impacted on individual social health and whether the decline in
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Project Proposal 7
social events or health contributes to increased deviant behavior amongst the young and
adolescents generation.
1.3 Main issues to be investigated to achieve the Research Objectives
1. The prevalence of gaming activities among the adolescent's groups in term of their gender
differentiation.
2. Human psychological behavior and how it is impacted positively or negatively by digital
gaming activities.
3. Human social health and how it is affected positively or negatively by digital gaming
activities among the young groups.
4. The relationship between gaming activities and increased mental disorders amongst the
young generation.
5. The relationship between gaming activities and increased deviant behavior among the
young groups in Malaysia.
6. Possible recommendations to aid in increased positive gaming impact on psychological
behavior and social as well as mental health.
1.4 The structure of the project research proposal
The development of this research proposal will include the different sections which will help us
enhance the scope and understanding of our research statement of the problem. The first section
of the study will provide an introduction to the research issues comprising of background
social events or health contributes to increased deviant behavior amongst the young and
adolescents generation.
1.3 Main issues to be investigated to achieve the Research Objectives
1. The prevalence of gaming activities among the adolescent's groups in term of their gender
differentiation.
2. Human psychological behavior and how it is impacted positively or negatively by digital
gaming activities.
3. Human social health and how it is affected positively or negatively by digital gaming
activities among the young groups.
4. The relationship between gaming activities and increased mental disorders amongst the
young generation.
5. The relationship between gaming activities and increased deviant behavior among the
young groups in Malaysia.
6. Possible recommendations to aid in increased positive gaming impact on psychological
behavior and social as well as mental health.
1.4 The structure of the project research proposal
The development of this research proposal will include the different sections which will help us
enhance the scope and understanding of our research statement of the problem. The first section
of the study will provide an introduction to the research issues comprising of background
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Project Proposal 8
research to the research topic, research questions, the rationale and benefits, critical issues to be
investigated as well as the structure of the research project. The second section will provide a
literature review of the research topic in addressing the literature developments contributing to
the research questions and the research statement problem. The last part of the research proposal
will provide a detailed analysis of the research methodology comprising of the research approach
and methods, the conceptual framework, data collection and sampling techniques as well as the
possible limitations to the research. The structure will, therefore, help us enhance the
understanding of our research question.
2.0. Literature Review
The literature review section will do an analysis of the existing scholarly work related to the
topic of research. It will also identify the major research gaps and opportunities for future
research. As an introduction to this section of the paper, operational definitions of some of the
terms that readers will interact with are provided. Adolescents shall mean male and female
individuals of ages between 12 and 17. The definition of gaming shall include both online
gaming applications as well as other non-online platforms of gaming. Gamification shall be used
to mean the adoption of gaming concepts and application to non-conventional gaming areas.
Addiction shall mean the inability of gamers to discontinue detrimental gaming despite attempts
at the same. Behavioral effects shall refer to the externally induced variations that shall obtain on
a person’s conduct due to exposure to gaming as evidenced in their actions. Psychological
factors will include alterations on the cognitive, arousal and affective abilities of an individual
which determine the overall thought process.
research to the research topic, research questions, the rationale and benefits, critical issues to be
investigated as well as the structure of the research project. The second section will provide a
literature review of the research topic in addressing the literature developments contributing to
the research questions and the research statement problem. The last part of the research proposal
will provide a detailed analysis of the research methodology comprising of the research approach
and methods, the conceptual framework, data collection and sampling techniques as well as the
possible limitations to the research. The structure will, therefore, help us enhance the
understanding of our research question.
2.0. Literature Review
The literature review section will do an analysis of the existing scholarly work related to the
topic of research. It will also identify the major research gaps and opportunities for future
research. As an introduction to this section of the paper, operational definitions of some of the
terms that readers will interact with are provided. Adolescents shall mean male and female
individuals of ages between 12 and 17. The definition of gaming shall include both online
gaming applications as well as other non-online platforms of gaming. Gamification shall be used
to mean the adoption of gaming concepts and application to non-conventional gaming areas.
Addiction shall mean the inability of gamers to discontinue detrimental gaming despite attempts
at the same. Behavioral effects shall refer to the externally induced variations that shall obtain on
a person’s conduct due to exposure to gaming as evidenced in their actions. Psychological
factors will include alterations on the cognitive, arousal and affective abilities of an individual
which determine the overall thought process.

Project Proposal 9
2.1. Addiction, Engagement and Problematic use
Addiction to online games has a striking similarity to pathological gambling. It could be likened
to drug dependency or even eating disorders. In the USA in a recent study, 99% and 94% or boys
and girls respectively admitted to playing video games as a major past time activity (Donati et al.
2013, p 130). These overwhelming figures are representative of addiction levels in the country.
What is paradoxical about this is the manner that both popular media and the marketing
departments of online gaming companies disguise this fact in their advertisements. When looked
at critically, most of their headlining statements in the adverts directly point at the immense
potential, of online video games to cause addiction (Ashley & Boehlke 2012, p. 32). The use of
statements like ‘just one more’, ‘page turner’ and ‘addictive gameplay’ is a recognition from the
marketers of online video games that they can lead to addiction. Online games have a variation
in design and complexity which accounts for their entertainment experience (Kowert et al. 2014,
p. 388). This type of addiction could disguise itself as engagement. Engagement implies feeling a
delightful and strong attraction to an experience. Underneath this is the state of powerlessness
that the gamers find themselves. Much like in substance abuse, the gamer is not able to
discontinue playing the game despite several attempts (Li, Liau & Khoo 2011, p. 537) Addiction
has potential to cause deleterious effects in the gamer’s life. Problematic use of online video
games has long been a persistent problem in the USA. It was recognized by the American
Psychological Association in the 1990s and has been at the core of research studies in the
subsequent decades (King, Delfabbro & Griffiths 2013, p. 74)
2.1. Addiction, Engagement and Problematic use
Addiction to online games has a striking similarity to pathological gambling. It could be likened
to drug dependency or even eating disorders. In the USA in a recent study, 99% and 94% or boys
and girls respectively admitted to playing video games as a major past time activity (Donati et al.
2013, p 130). These overwhelming figures are representative of addiction levels in the country.
What is paradoxical about this is the manner that both popular media and the marketing
departments of online gaming companies disguise this fact in their advertisements. When looked
at critically, most of their headlining statements in the adverts directly point at the immense
potential, of online video games to cause addiction (Ashley & Boehlke 2012, p. 32). The use of
statements like ‘just one more’, ‘page turner’ and ‘addictive gameplay’ is a recognition from the
marketers of online video games that they can lead to addiction. Online games have a variation
in design and complexity which accounts for their entertainment experience (Kowert et al. 2014,
p. 388). This type of addiction could disguise itself as engagement. Engagement implies feeling a
delightful and strong attraction to an experience. Underneath this is the state of powerlessness
that the gamers find themselves. Much like in substance abuse, the gamer is not able to
discontinue playing the game despite several attempts (Li, Liau & Khoo 2011, p. 537) Addiction
has potential to cause deleterious effects in the gamer’s life. Problematic use of online video
games has long been a persistent problem in the USA. It was recognized by the American
Psychological Association in the 1990s and has been at the core of research studies in the
subsequent decades (King, Delfabbro & Griffiths 2013, p. 74)
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Project Proposal 10
Self-regulation
The human being is a proactive being with ability to self-organize as well as carry out a personal
reflection on life issues rather than being reactive and malleable by external factors (Griffiths
2010, p. 38). This is according to the Social Cognitive Theory fronted by Bandura. Self-
regulation sits at the core of this cognitive perspective. The processes that are initiated in the
gaming individual by the content they are viewing (when it is violent gaming) have negative
impact on the self-regulatory abilities. The rationale behind this is that internal constraints are
better handled by the individual as compared to external influences.
Depression
A study conducted by the University of Oulu, Finland and the Nottingham Trent University in
2017 found that gamers run the risk of developing mental side effects. The report which was
published in the Journal of Heath Psychology surveyed 130000 gamers between the ages of 12
and 88. The study revealed that gaming accounted for 15% of psychological disorders and
conditions. Depression and anxiety were the leading conditions among them. Earlier in January
208, the World Health Organization announced that it would to its list of mental health
conditions add gaming addiction (Saunders et al. 2017, p. 276). This announcement was made in
anticipation of the 11th International Classification of Diseases Diagnostic tool.
Behavioral Effects
Aggression
There are two main models that have been employed by researchers to understand the aggression
behavior that results from gaming; the General Aggression Model (GAM) and the Five
Self-regulation
The human being is a proactive being with ability to self-organize as well as carry out a personal
reflection on life issues rather than being reactive and malleable by external factors (Griffiths
2010, p. 38). This is according to the Social Cognitive Theory fronted by Bandura. Self-
regulation sits at the core of this cognitive perspective. The processes that are initiated in the
gaming individual by the content they are viewing (when it is violent gaming) have negative
impact on the self-regulatory abilities. The rationale behind this is that internal constraints are
better handled by the individual as compared to external influences.
Depression
A study conducted by the University of Oulu, Finland and the Nottingham Trent University in
2017 found that gamers run the risk of developing mental side effects. The report which was
published in the Journal of Heath Psychology surveyed 130000 gamers between the ages of 12
and 88. The study revealed that gaming accounted for 15% of psychological disorders and
conditions. Depression and anxiety were the leading conditions among them. Earlier in January
208, the World Health Organization announced that it would to its list of mental health
conditions add gaming addiction (Saunders et al. 2017, p. 276). This announcement was made in
anticipation of the 11th International Classification of Diseases Diagnostic tool.
Behavioral Effects
Aggression
There are two main models that have been employed by researchers to understand the aggression
behavior that results from gaming; the General Aggression Model (GAM) and the Five
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Project Proposal 11
Dimension of Video game Effects (Hellström et al. 2015, p. 268). This paper shall explore the
GAM Model in understanding aggression as an effect of gaming. The GAM approach holds that
a number of biological and personal-logical aspects interplay giving rise to aggressive behavior.
According to this model exposure to violent scenes in online video games causes one to be
desensitized to violence. Interacting with content that is violent in nature for long periods affects
an individual’s cognitive, arousal and affective abilities e. g playing aggressive video games
predisposes one to aggressive thoughts. Aggressive thought then primes one to act in hostile
ways.
Appraisal and Decision Making
The impact of gaming (and especially violent online gaming) on one’s appraisal can best be
understood using the Gaming Aggression Model. It postulates that violent media content primes
on ones susceptibility (present internal state of mind or body) to alter the affective, arousal and
cognitive processes (Ashley & Boehlke 2012, p. 33). Once the variables of an individual’s
internal state are altered, appraisal and decision making are negatively impacted too. When an
individual makes decision in this state of mind, they could be impulsive and not thoughtful. Also
the possibility of one selecting a violent choice is increased. Stimuli that initiate violent thoughts
also tends to result in erratic decision making processes (Sublette & Mullan 2012, p. 14).
Behavioral responses usually have a feedback effect on the situation. In the long term this has a
long lasting impact on an individual’s thought process, their emotions as well as feelings. There
is a high likelihood of this kind of person developing a habitual pattern of reacting violently as
shown in the table in the subsequent page.
Dimension of Video game Effects (Hellström et al. 2015, p. 268). This paper shall explore the
GAM Model in understanding aggression as an effect of gaming. The GAM approach holds that
a number of biological and personal-logical aspects interplay giving rise to aggressive behavior.
According to this model exposure to violent scenes in online video games causes one to be
desensitized to violence. Interacting with content that is violent in nature for long periods affects
an individual’s cognitive, arousal and affective abilities e. g playing aggressive video games
predisposes one to aggressive thoughts. Aggressive thought then primes one to act in hostile
ways.
Appraisal and Decision Making
The impact of gaming (and especially violent online gaming) on one’s appraisal can best be
understood using the Gaming Aggression Model. It postulates that violent media content primes
on ones susceptibility (present internal state of mind or body) to alter the affective, arousal and
cognitive processes (Ashley & Boehlke 2012, p. 33). Once the variables of an individual’s
internal state are altered, appraisal and decision making are negatively impacted too. When an
individual makes decision in this state of mind, they could be impulsive and not thoughtful. Also
the possibility of one selecting a violent choice is increased. Stimuli that initiate violent thoughts
also tends to result in erratic decision making processes (Sublette & Mullan 2012, p. 14).
Behavioral responses usually have a feedback effect on the situation. In the long term this has a
long lasting impact on an individual’s thought process, their emotions as well as feelings. There
is a high likelihood of this kind of person developing a habitual pattern of reacting violently as
shown in the table in the subsequent page.

Project Proposal 12
Figure 1: Feedback Mechanism of Behavioral Responses (adapted from Hellström et al. 2015,
p. 269)
Health issue on Gaming
Gaming has detrimental effects on the adolescent physical and mental health. Significant of the
health problems pose their roost in the early years. Various models such as Problematic Online
Use Models that have integrated the outcomes of games have supported these adverse effects,
and the mediums cause addiction those results in long-term detrimental effects to the users
(Rikkers et al. 2016, p7). According to POUM, there are five dimensions that are euphoria,
health problems, conflict, and failure of self-control and preference of virtual relationship.
Figure 1: Feedback Mechanism of Behavioral Responses (adapted from Hellström et al. 2015,
p. 269)
Health issue on Gaming
Gaming has detrimental effects on the adolescent physical and mental health. Significant of the
health problems pose their roost in the early years. Various models such as Problematic Online
Use Models that have integrated the outcomes of games have supported these adverse effects,
and the mediums cause addiction those results in long-term detrimental effects to the users
(Rikkers et al. 2016, p7). According to POUM, there are five dimensions that are euphoria,
health problems, conflict, and failure of self-control and preference of virtual relationship.
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Project Proposal 13
According to WHO, the Disability-adjusted life years (DALYs): a measurement used to
determine the burden of diseases in the form of death and disability function (Pearcy ,McEvoy &
Roberts 2017,p.128).
Currently, about 45.2% of the adolescent are affected across the world that has recorded health
problems such as muscle-skeletal issues, vision problems, obesity and epileptic seizure among
others. Gaming is an addictive event that exposes the users to a long time sitting position that
might affect the backbone and are related to other diseases such as obesity as the BMI increases
due to less physical activity among the children (Melkeivik et al. 2015). Consequently, the long
hours sitting position tends to affect the blood flow in the body hence resulting in heart diseases
such as high blood pressure. Finally, the long hour's exposure to a computer screen that emits x-
rays, infrared, invisible lights tends to affect the eyes of the users that might result in blindness.
Consequently, gaming has positive impacts on the callow youths. Researchers have proved that
gaming increased the activity in the brain regions such as visual processing, sensorimotor
integration, visual processing, and visual-spatial attention. Indulging in gaming at the tender and
young age increases speed training of an individual that is very important in reducing long-term
dementia and Alzheimer’s during old age (Saenz-de-Urturi et al.2015. p.1042). Scientist state
that grey matter in the hippocampus that is responsible from enhancing memory always increases
in young adults after engaging into video games hence a strategic method used to treat
Alzheimer’s .study reveals that gaming at 5+ years and 10+ year raises the cognitive ability by
35.6% in the old age(Salama et al. 2012, p.340). Other benefits include emotional stabilizes, and
stress reduction among the user hence reduces the probability of contracting diseases such as
ulcers.
According to WHO, the Disability-adjusted life years (DALYs): a measurement used to
determine the burden of diseases in the form of death and disability function (Pearcy ,McEvoy &
Roberts 2017,p.128).
Currently, about 45.2% of the adolescent are affected across the world that has recorded health
problems such as muscle-skeletal issues, vision problems, obesity and epileptic seizure among
others. Gaming is an addictive event that exposes the users to a long time sitting position that
might affect the backbone and are related to other diseases such as obesity as the BMI increases
due to less physical activity among the children (Melkeivik et al. 2015). Consequently, the long
hours sitting position tends to affect the blood flow in the body hence resulting in heart diseases
such as high blood pressure. Finally, the long hour's exposure to a computer screen that emits x-
rays, infrared, invisible lights tends to affect the eyes of the users that might result in blindness.
Consequently, gaming has positive impacts on the callow youths. Researchers have proved that
gaming increased the activity in the brain regions such as visual processing, sensorimotor
integration, visual processing, and visual-spatial attention. Indulging in gaming at the tender and
young age increases speed training of an individual that is very important in reducing long-term
dementia and Alzheimer’s during old age (Saenz-de-Urturi et al.2015. p.1042). Scientist state
that grey matter in the hippocampus that is responsible from enhancing memory always increases
in young adults after engaging into video games hence a strategic method used to treat
Alzheimer’s .study reveals that gaming at 5+ years and 10+ year raises the cognitive ability by
35.6% in the old age(Salama et al. 2012, p.340). Other benefits include emotional stabilizes, and
stress reduction among the user hence reduces the probability of contracting diseases such as
ulcers.
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Project Proposal 14
Gamification
Ahn, Pellicone & Butler (2014) defined gamification as the impression of applying the
operations, processes, and competition of the gaming setting and turning those elements into a
system that encourages the adolescent participation and engagement. As indicated from the
study, the techniques that are used to grab the attention of the gamers can be employed to
facilitate the interaction between the adolescents (Barata et al., 2013, p. 12). According to the
definition, gamification tends to influence the emotions of an individual and can have both
negative and positive impacts depending on how the personal engages him in the game. An
individual with positive distress entails that he or she is either going through a positive practice
or predisposed with the kind of emotions that comes as a result of gamification regardless of the
contemporary experience. Since it also contributes to the subjective health, level of gamification
impact depends majorly on the person’s self-self-reported perception or experiences rather than
that of general explanation or definition provided earlier (Giannetto, Chao & Fontana, 2013, p.
193).
Gamification has been applied in several backgrounds such as healthcare, education, business
and productivity (Adachi & Willoughby, 2011, p. 262). For instance, several instructions such as
Aga Khan Schools give rewards to learners to learners for watching videos and at the same time
for solving mathematical problems and fitocracy uses gamification to encourage learners to be
more physically active (Berkling & Thomas, 2013). Gamification has components such as
points, badges, leaderboards, and levels. Most of the studies (Barata et al., 2013) found that
points offer an instant response that the learners found encouraging. Similarly, the studies also
Gamification
Ahn, Pellicone & Butler (2014) defined gamification as the impression of applying the
operations, processes, and competition of the gaming setting and turning those elements into a
system that encourages the adolescent participation and engagement. As indicated from the
study, the techniques that are used to grab the attention of the gamers can be employed to
facilitate the interaction between the adolescents (Barata et al., 2013, p. 12). According to the
definition, gamification tends to influence the emotions of an individual and can have both
negative and positive impacts depending on how the personal engages him in the game. An
individual with positive distress entails that he or she is either going through a positive practice
or predisposed with the kind of emotions that comes as a result of gamification regardless of the
contemporary experience. Since it also contributes to the subjective health, level of gamification
impact depends majorly on the person’s self-self-reported perception or experiences rather than
that of general explanation or definition provided earlier (Giannetto, Chao & Fontana, 2013, p.
193).
Gamification has been applied in several backgrounds such as healthcare, education, business
and productivity (Adachi & Willoughby, 2011, p. 262). For instance, several instructions such as
Aga Khan Schools give rewards to learners to learners for watching videos and at the same time
for solving mathematical problems and fitocracy uses gamification to encourage learners to be
more physically active (Berkling & Thomas, 2013). Gamification has components such as
points, badges, leaderboards, and levels. Most of the studies (Barata et al., 2013) found that
points offer an instant response that the learners found encouraging. Similarly, the studies also

Project Proposal 15
suggest that these points must be incorporated with other features of gamification in
psychologically motivating the learners.
Still, in matters of health, gamification improves the ability to swiftly and precisely recognize
visual information. According to study from a Medical research center in Israel, it was found that
there is a straight connection between ability at video gaming and that at the keyhole in surgery.
Experts who took most of their time or at least 4hrs/week playing video games made
approximately 36% fewer errors in surgery and conducted the task 28% quicker than non-
gaming experts.
Parenting Control on their children on gaming
In various nations, adolescents are more on video games and the use is still on the rise. The
situation has arisen a lot of questions and concerns like what kind of benefits or disadvantages do
video games have on children, and what are the risks of prolonged involvement on video games
create to the youths. Based on the findings from other studies, it is crystal clear that video games
have negative effects on the behavior of the young ones. These are created through the content of
the video games such as violent games that increase aggressive thoughts on the child. In this
case, parental control is effective in ensuring that the negative contents are not consumed or even
prohibit the contents perceived to be having adverse effects on the child.
Parental control can be manually done even though it comes with numerous challenges such as
monitoring the use of gadgets that offer the gaming contents. In this case, conducting parent
control using a suitable means such as software is recommended. Parental control software
enables the parent to set or establish control or management on their children’s gaming. It is the
suggest that these points must be incorporated with other features of gamification in
psychologically motivating the learners.
Still, in matters of health, gamification improves the ability to swiftly and precisely recognize
visual information. According to study from a Medical research center in Israel, it was found that
there is a straight connection between ability at video gaming and that at the keyhole in surgery.
Experts who took most of their time or at least 4hrs/week playing video games made
approximately 36% fewer errors in surgery and conducted the task 28% quicker than non-
gaming experts.
Parenting Control on their children on gaming
In various nations, adolescents are more on video games and the use is still on the rise. The
situation has arisen a lot of questions and concerns like what kind of benefits or disadvantages do
video games have on children, and what are the risks of prolonged involvement on video games
create to the youths. Based on the findings from other studies, it is crystal clear that video games
have negative effects on the behavior of the young ones. These are created through the content of
the video games such as violent games that increase aggressive thoughts on the child. In this
case, parental control is effective in ensuring that the negative contents are not consumed or even
prohibit the contents perceived to be having adverse effects on the child.
Parental control can be manually done even though it comes with numerous challenges such as
monitoring the use of gadgets that offer the gaming contents. In this case, conducting parent
control using a suitable means such as software is recommended. Parental control software
enables the parent to set or establish control or management on their children’s gaming. It is the
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Project Proposal 16
best way to help children and prevent them from accessing unsuitable gaming contents.
According to a study conducted by Hamari, Koivisto & Sarsa (2014) parents are required to
make sure that every gadget is protected through installing controls on every machine the child
uses such as mobile phones, tablets, gaming consoles to restrict the usage and also enable only
the user-friendly content for the young ones.
Entertainment value
The play has a positive impact on the progress of a child and some few on the adult life. The
improvement of technology has changed the manner in which both children and adults play.
Some studies have only indicated the adverse impacts of video gaming while a few others have
shown the contrary impacts of video games. Both video games and console-based reflect an all-
encompassing form of entertainment action in developed countries starting in the middle
childhood to adulthood. As a form of entertainment, video games provide great value when it
comes to the point that the brain is used and absorbed. That feature may have a positive result or
outcome when the beleaguered experience of the game and the player himself is structured by
good components such as sharpening senses and individual understanding. Similarly, as
discussed earlier, other negative effects also come through the entertaining part of the video
games. These include illusory and atrocious aggression, subconscious projection and acceptance
of violence. However, it should be noted that negative side effects are created by the perception
or conception of the player (Bowers & Cannon-Bowers, 2010, p. 34). Video games provide an
outstanding form of entertainment value for a conscious mind when used in self-control. Video
games can use up all the sagacity of importance for real strength out of a man’s soul.
best way to help children and prevent them from accessing unsuitable gaming contents.
According to a study conducted by Hamari, Koivisto & Sarsa (2014) parents are required to
make sure that every gadget is protected through installing controls on every machine the child
uses such as mobile phones, tablets, gaming consoles to restrict the usage and also enable only
the user-friendly content for the young ones.
Entertainment value
The play has a positive impact on the progress of a child and some few on the adult life. The
improvement of technology has changed the manner in which both children and adults play.
Some studies have only indicated the adverse impacts of video gaming while a few others have
shown the contrary impacts of video games. Both video games and console-based reflect an all-
encompassing form of entertainment action in developed countries starting in the middle
childhood to adulthood. As a form of entertainment, video games provide great value when it
comes to the point that the brain is used and absorbed. That feature may have a positive result or
outcome when the beleaguered experience of the game and the player himself is structured by
good components such as sharpening senses and individual understanding. Similarly, as
discussed earlier, other negative effects also come through the entertaining part of the video
games. These include illusory and atrocious aggression, subconscious projection and acceptance
of violence. However, it should be noted that negative side effects are created by the perception
or conception of the player (Bowers & Cannon-Bowers, 2010, p. 34). Video games provide an
outstanding form of entertainment value for a conscious mind when used in self-control. Video
games can use up all the sagacity of importance for real strength out of a man’s soul.
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Project Proposal 17
Economic issues in Gaming
According to the United States Economic Incorporated reports, video game industry recorded
about $ 4.95 billion to the United States Gross Domestic Product since the tremendous growth of
the entertainment and software sector. The sector has resulted in job creation of graphic designer,
artists, and software developers among other positions that translates into increased salary. This
positively affects the well-being of individuals as their economic status and purchasing power is
improved (Fiedor et al. 2017, p.110). The financial situation is thus directly related to the health
factors of an individual in various ways, for example, the emotional level is balanced through the
attainment of the basics needs reducing the probability of contracting diseases such as ulcers,
cardiovascular diseases, and loss of memory among many others.
On the other hand, the gaming sector also affects individual economic status negatively. An
individual that is employed in developing the software and graphic designs are always exposed
to various ultraviolet rays (Barreto & Adams 2011, p.8). The diseases contracted from these
economic activities destroy the capability of these individuals in participating in the economic
activities in the future.
Literature Summary
Gaming has numerous impacts on the adolescent’s life, both positive and negative. These
impacts are further under psychological, behavioral, parental control, gamification, health issues,
entertainment value and economic factors. Gamification has been used to facilitate the
development of interaction among the adolescents to enhance the health status in healthcare,
improve cognitive ability in schools and business productivity. The behavioral effects entail the
Economic issues in Gaming
According to the United States Economic Incorporated reports, video game industry recorded
about $ 4.95 billion to the United States Gross Domestic Product since the tremendous growth of
the entertainment and software sector. The sector has resulted in job creation of graphic designer,
artists, and software developers among other positions that translates into increased salary. This
positively affects the well-being of individuals as their economic status and purchasing power is
improved (Fiedor et al. 2017, p.110). The financial situation is thus directly related to the health
factors of an individual in various ways, for example, the emotional level is balanced through the
attainment of the basics needs reducing the probability of contracting diseases such as ulcers,
cardiovascular diseases, and loss of memory among many others.
On the other hand, the gaming sector also affects individual economic status negatively. An
individual that is employed in developing the software and graphic designs are always exposed
to various ultraviolet rays (Barreto & Adams 2011, p.8). The diseases contracted from these
economic activities destroy the capability of these individuals in participating in the economic
activities in the future.
Literature Summary
Gaming has numerous impacts on the adolescent’s life, both positive and negative. These
impacts are further under psychological, behavioral, parental control, gamification, health issues,
entertainment value and economic factors. Gamification has been used to facilitate the
development of interaction among the adolescents to enhance the health status in healthcare,
improve cognitive ability in schools and business productivity. The behavioral effects entail the

Project Proposal 18
imitations of the gaming activities by the youths and adolescent, that has led to an increased
percentage of violence. The health impacts necessitate the high risk of diseases such as obesity,
heart disease, and muscle-skeletal injury. However, gaming also positively impacts the well-
being of individual by raising the cognitive ability of the youths that are important in the old age.
Finally, the gaming has negatively impacted the effectiveness of the parental control on their
children as most of them adopt some behavioral change that is not morally upright. For example,
some adolescent end up spending a lot of their money on gambling.
3.0 Research Methodology
An inductive research approach will be used to develop our research project in helping us
explore the research problem, identify the various patterns as well as create a conceptual
framework for the research. Both qualitative and quantitative research methods will be employed
to help in analyzing the critical issues in the study where exploratory techniques will be used to
analyze and evaluate the qualitative data while statistical analytical tools used to analyze the
quantitative data (Griffiths et al. 2016, p. 20108). The information primary data will be
conducted from groups of young adolescents in Malaysia as well as from their parents or
immediate relatives.
Secondary data will be collected from various journals and literature review articles developed
in understanding the concept of gaming and its impact on psychological and health behavior,
published articles and reports from the Malaysia mental health reports amongst young and
adolescents groups as well the stories published by World Health Organization of spiritual and
psychological diseases or health issues (King & Delfabbro, 2014, p. 302). The results or the
imitations of the gaming activities by the youths and adolescent, that has led to an increased
percentage of violence. The health impacts necessitate the high risk of diseases such as obesity,
heart disease, and muscle-skeletal injury. However, gaming also positively impacts the well-
being of individual by raising the cognitive ability of the youths that are important in the old age.
Finally, the gaming has negatively impacted the effectiveness of the parental control on their
children as most of them adopt some behavioral change that is not morally upright. For example,
some adolescent end up spending a lot of their money on gambling.
3.0 Research Methodology
An inductive research approach will be used to develop our research project in helping us
explore the research problem, identify the various patterns as well as create a conceptual
framework for the research. Both qualitative and quantitative research methods will be employed
to help in analyzing the critical issues in the study where exploratory techniques will be used to
analyze and evaluate the qualitative data while statistical analytical tools used to analyze the
quantitative data (Griffiths et al. 2016, p. 20108). The information primary data will be
conducted from groups of young adolescents in Malaysia as well as from their parents or
immediate relatives.
Secondary data will be collected from various journals and literature review articles developed
in understanding the concept of gaming and its impact on psychological and health behavior,
published articles and reports from the Malaysia mental health reports amongst young and
adolescents groups as well the stories published by World Health Organization of spiritual and
psychological diseases or health issues (King & Delfabbro, 2014, p. 302). The results or the
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Project Proposal 19
findings will then be analyzed through the use of both qualitative and quantitative analytical
techniques to present facts based on the collected information. Compared to the use of deductive
research approach, the inductive approach will help us in generating untested conclusions of our
research findings which will be very critical in the development of research concept concerning
gaming and its impacts on psychological behavior and health (Kardefelt‐Winther et al. 2017, p.
1711). Use of both qualitative and quantitative and qualitative approaches will help in increasing
the reliability and validity as well as the relevance of our research findings. The methodology
will provide in-depth analysis of our research question and therefore support the researchers to
bank on the results for policy making about gaming activities in a bid to control their impacts on
psychological and health behavior of adolescents groups in Malaysia.
3.1 Theoretical Framework and Measurements of Constructs
According to psychological behavior theory, the authors of the behavioral approach believed and
argued that individual behavior is based or acquired through conditioning. In this case,
conditioning occurred through the personal interaction with the environment (Kuss et al. 2017, p.
105). They argued that behavior can be understood or studied in a systematic and observable
manner irrespective of the individual internal mental states. The primary variables under our
study include digital gaming and psychological behavior and health. The research is focused on
understanding the impact of gaming on psychological behavior and health amongst the
adolescent's groups in Malaysia. The effectiveness of our efforts to understanding the
psychological functioning and social health will be determined by our understanding of human
psychological behavior (Beard et al., 2017, p. 398). Therefore, behaviorism theory by Watson
findings will then be analyzed through the use of both qualitative and quantitative analytical
techniques to present facts based on the collected information. Compared to the use of deductive
research approach, the inductive approach will help us in generating untested conclusions of our
research findings which will be very critical in the development of research concept concerning
gaming and its impacts on psychological behavior and health (Kardefelt‐Winther et al. 2017, p.
1711). Use of both qualitative and quantitative and qualitative approaches will help in increasing
the reliability and validity as well as the relevance of our research findings. The methodology
will provide in-depth analysis of our research question and therefore support the researchers to
bank on the results for policy making about gaming activities in a bid to control their impacts on
psychological and health behavior of adolescents groups in Malaysia.
3.1 Theoretical Framework and Measurements of Constructs
According to psychological behavior theory, the authors of the behavioral approach believed and
argued that individual behavior is based or acquired through conditioning. In this case,
conditioning occurred through the personal interaction with the environment (Kuss et al. 2017, p.
105). They argued that behavior can be understood or studied in a systematic and observable
manner irrespective of the individual internal mental states. The primary variables under our
study include digital gaming and psychological behavior and health. The research is focused on
understanding the impact of gaming on psychological behavior and health amongst the
adolescent's groups in Malaysia. The effectiveness of our efforts to understanding the
psychological functioning and social health will be determined by our understanding of human
psychological behavior (Beard et al., 2017, p. 398). Therefore, behaviorism theory by Watson
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Project Proposal 20
will contribute positively to enhancing our understanding of the impact of gaming activities on
psychological behavior and health.
This study will, thus, be built around the concept of behaviorism and social learning theories to
enhance our understanding of our research question and problem statement under analysis
(Peeters et al. 2018, p. 260). The variables and findings will be measured using a unidimensional
scale ranging from high to low in measuring the impact of gaming on psychological behavior as
well as establishing the from strong or weak in regulating the relationship between gaming
activities and psychological or social health behavior.
3.2 Sampling Plan and data collection methods
Both random sampling and cluster sampling techniques will be employed in the development of
this study. Random sampling will be used in identifying the research population which will be
chosen randomly from different adolescents groups and their parents or relatives. This is to
enhance the reliability of our findings by having a population sample of diversified groups
(Young & Brand, 2017, p. 17). Cluster sampling will be used to group the identified population
group based on various characteristics such as gender and age to enhance the development of our
research findings and analysis. The population sample of 100 participants will be used and will
consist of adolescents groups who are the main participants and have significantly been affected
by digital games and their parents or relatives who indirectly are affected by their children
behaviors and their social health (Voloshina et al. 2017, p. 280).
Data will be collected through the use of interviews with the parents as well as through the use of
questionnaires and surveys for the young groups designed with specific questions that will help
will contribute positively to enhancing our understanding of the impact of gaming activities on
psychological behavior and health.
This study will, thus, be built around the concept of behaviorism and social learning theories to
enhance our understanding of our research question and problem statement under analysis
(Peeters et al. 2018, p. 260). The variables and findings will be measured using a unidimensional
scale ranging from high to low in measuring the impact of gaming on psychological behavior as
well as establishing the from strong or weak in regulating the relationship between gaming
activities and psychological or social health behavior.
3.2 Sampling Plan and data collection methods
Both random sampling and cluster sampling techniques will be employed in the development of
this study. Random sampling will be used in identifying the research population which will be
chosen randomly from different adolescents groups and their parents or relatives. This is to
enhance the reliability of our findings by having a population sample of diversified groups
(Young & Brand, 2017, p. 17). Cluster sampling will be used to group the identified population
group based on various characteristics such as gender and age to enhance the development of our
research findings and analysis. The population sample of 100 participants will be used and will
consist of adolescents groups who are the main participants and have significantly been affected
by digital games and their parents or relatives who indirectly are affected by their children
behaviors and their social health (Voloshina et al. 2017, p. 280).
Data will be collected through the use of interviews with the parents as well as through the use of
questionnaires and surveys for the young groups designed with specific questions that will help

Project Proposal 21
in enhancing our understanding or research problem and fact-finding process. The interviews
will be conducted at a designated venue with the parents while the questionnaires and surveys
will be filled randomly from various selected individuals randomly (Cheung et al. 2018, p. 8).
The information gathered will then be organized together for analysis and development of report
and recommendations based on the findings.
3.3 Limitations of the Research Methods and how the constraints affect the Research
findings
The development of this research is however limited to the various limitations on the research
methods which in one way or the other impact on the research findings. The limitations in this
case act as constraints in enhancing reliable results. The following are possible limitations on the
effectiveness of the above research methods
1. Diversified users of gaming activities outside the scope of adolescents groups amongst the
Malaysian Population
2. Implementation of socialization strategies amongst parents and their adolescent groups to
reduce social health problems
3. Organization of the various population sample into different clusters samples without
interfering with the objectives of the research
4. Ethical issues concerning data collection methods such as interviews especially on critical
health issues such as mental illness or disorders resulting from gaming addiction.
in enhancing our understanding or research problem and fact-finding process. The interviews
will be conducted at a designated venue with the parents while the questionnaires and surveys
will be filled randomly from various selected individuals randomly (Cheung et al. 2018, p. 8).
The information gathered will then be organized together for analysis and development of report
and recommendations based on the findings.
3.3 Limitations of the Research Methods and how the constraints affect the Research
findings
The development of this research is however limited to the various limitations on the research
methods which in one way or the other impact on the research findings. The limitations in this
case act as constraints in enhancing reliable results. The following are possible limitations on the
effectiveness of the above research methods
1. Diversified users of gaming activities outside the scope of adolescents groups amongst the
Malaysian Population
2. Implementation of socialization strategies amongst parents and their adolescent groups to
reduce social health problems
3. Organization of the various population sample into different clusters samples without
interfering with the objectives of the research
4. Ethical issues concerning data collection methods such as interviews especially on critical
health issues such as mental illness or disorders resulting from gaming addiction.
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Project Proposal 22
5. Development of a conceptual plan and implementation given that some population groups
may not be willing to cooperate in providing substantial information during data collection
The above limitations will therefore affect the reliability and validity of our research
findings. A diversified group will affect the applicability of our research findings implying that
they cannot be used for generalization purposes since they only focus on adolescent groups
(Wichstrøm et al. 2018, p. 7). Implementation of socialization strategies will also be difficult
given the different family and social dynamics in modern society. Organization of various
sample groups is a great limitation as it may interfere with the data collection process where
respondents may just provide information for the sake and not for objective purposes and
therefore impacting on the reliability of the findings (Sun et al. 2017. P. 4). Ethical issues will
also affect our research findings in that the respondents may not help us get the required
information of psychological behavior.
5. Development of a conceptual plan and implementation given that some population groups
may not be willing to cooperate in providing substantial information during data collection
The above limitations will therefore affect the reliability and validity of our research
findings. A diversified group will affect the applicability of our research findings implying that
they cannot be used for generalization purposes since they only focus on adolescent groups
(Wichstrøm et al. 2018, p. 7). Implementation of socialization strategies will also be difficult
given the different family and social dynamics in modern society. Organization of various
sample groups is a great limitation as it may interfere with the data collection process where
respondents may just provide information for the sake and not for objective purposes and
therefore impacting on the reliability of the findings (Sun et al. 2017. P. 4). Ethical issues will
also affect our research findings in that the respondents may not help us get the required
information of psychological behavior.
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Project Proposal 23
List of references
Anderson, E.L., Steen, E. and Stavropoulos, V., 2017. Internet use and Problematic Internet Use:
A systematic review of longitudinal research trends in adolescence and emergent
adulthood. International Journal of Adolescence and Youth, 22(4), pp.430-454.
Beard, C.L., Haas, A.L., Wickham, R.E. and Stavropoulos, V., 2017. Age of Initiation and
Internet Gaming Disorder: The Role of Self-Esteem. Cyberpsychology, Behavior, and
Social Networking, 20(6), pp.397-401.
Billieux, J., Philippot, P., Schmid, C., Maurage, P., De Mol, J. and Van der Linden, M., 2015. Is
dysfunctional use of the mobile phone a behavioural addiction? confronting symptom‐
based versus process‐based approaches. Clinical psychology & psychotherapy, 22(5),
pp.460-468.
Ahn, J., Pellicone, A., & Butler, B. 2014. Open badges for education: What are the implications
at the intersection of open systems and badging? Research in Learning Technology, pp 22-33.
doi: 10.3402/rlt.v22.23563
List of references
Anderson, E.L., Steen, E. and Stavropoulos, V., 2017. Internet use and Problematic Internet Use:
A systematic review of longitudinal research trends in adolescence and emergent
adulthood. International Journal of Adolescence and Youth, 22(4), pp.430-454.
Beard, C.L., Haas, A.L., Wickham, R.E. and Stavropoulos, V., 2017. Age of Initiation and
Internet Gaming Disorder: The Role of Self-Esteem. Cyberpsychology, Behavior, and
Social Networking, 20(6), pp.397-401.
Billieux, J., Philippot, P., Schmid, C., Maurage, P., De Mol, J. and Van der Linden, M., 2015. Is
dysfunctional use of the mobile phone a behavioural addiction? confronting symptom‐
based versus process‐based approaches. Clinical psychology & psychotherapy, 22(5),
pp.460-468.
Ahn, J., Pellicone, A., & Butler, B. 2014. Open badges for education: What are the implications
at the intersection of open systems and badging? Research in Learning Technology, pp 22-33.
doi: 10.3402/rlt.v22.23563

Project Proposal 24
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. 2013. Improving participation and learning with
gamification. Proceedings of the First International Conference on gameful design, research, and
applications, pp. 10-17. doi:10.1145/2583008.2583010
Bowers, C. A., & Cannon-Bowers, J. A. 2010. Serious game design and development:
technologies for training and learning. Fifth edition. Hershey PA, Information Science
Giannetto, D., Chao, J., & Fontana, A. 2013. Gamification in a social learning environment.
Issues in Informing Science & Information Technology, 10, 195.
Adachi, P. J., & Willoughby, T. 2011. The Effect of Video Game Competition and Violence on
Aggressive Behavior: Which Characteristic Has the Greatest Influence? Psychology of Violence,
1(4), 259-274. doi:10.1037/a0024908
Hamari, J., Koivisto, J., & Sarsa, H. 2014. Does gamification work? -- A literature review of
empirical studies on gamification. Paper presented at the 2014 47th Hawaii International
Conference on System Sciences, 3025-3034. doi:10.1109/HICSS.2014.377
Cheung, J.C.S., Chan, K.H.W., Lui, Y.W., Tsui, M.S. and Chan, C., 2018. Psychological Well-
Being and Adolescents’ Internet Addiction: A School-Based Cross-Sectional Study in
Hong Kong. Child and Adolescent Social Work Journal, pp.1-11.
Ding, W. N., Sun, J. H., Sun, Y. W., Chen, X., Zhou, Y., Zhuang, Z. G., ... & Du, Y. S. (2014).
Trait impulsivity and impaired prefrontal impulse inhibition function in adolescents with
internet gaming addiction revealed by a Go/No-Go fMRI study. Behavioral and Brain
Functions, 10(1), 20.
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. 2013. Improving participation and learning with
gamification. Proceedings of the First International Conference on gameful design, research, and
applications, pp. 10-17. doi:10.1145/2583008.2583010
Bowers, C. A., & Cannon-Bowers, J. A. 2010. Serious game design and development:
technologies for training and learning. Fifth edition. Hershey PA, Information Science
Giannetto, D., Chao, J., & Fontana, A. 2013. Gamification in a social learning environment.
Issues in Informing Science & Information Technology, 10, 195.
Adachi, P. J., & Willoughby, T. 2011. The Effect of Video Game Competition and Violence on
Aggressive Behavior: Which Characteristic Has the Greatest Influence? Psychology of Violence,
1(4), 259-274. doi:10.1037/a0024908
Hamari, J., Koivisto, J., & Sarsa, H. 2014. Does gamification work? -- A literature review of
empirical studies on gamification. Paper presented at the 2014 47th Hawaii International
Conference on System Sciences, 3025-3034. doi:10.1109/HICSS.2014.377
Cheung, J.C.S., Chan, K.H.W., Lui, Y.W., Tsui, M.S. and Chan, C., 2018. Psychological Well-
Being and Adolescents’ Internet Addiction: A School-Based Cross-Sectional Study in
Hong Kong. Child and Adolescent Social Work Journal, pp.1-11.
Ding, W. N., Sun, J. H., Sun, Y. W., Chen, X., Zhou, Y., Zhuang, Z. G., ... & Du, Y. S. (2014).
Trait impulsivity and impaired prefrontal impulse inhibition function in adolescents with
internet gaming addiction revealed by a Go/No-Go fMRI study. Behavioral and Brain
Functions, 10(1), 20.
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Project Proposal 25
Griffiths, M.D., Kuss, D.J. and Pontes, H.M., 2016. A brief overview of Internet gaming disorder
and its treatment. Australian Clinical Psychologist, 2(1), p.20108.
Hussain, Z., Williams, G.A. and Griffiths, M.D., 2015. An exploratory study of the association
between online gaming addiction and enjoyment motivations for playing massively
multiplayer online role-playing games. Computers in Human Behavior, 50, pp.221-230.
Kardefelt‐Winther, D., Heeren, A., Schimmenti, A., Rooij, A., Maurage, P., Carras, M., Edman,
J., Blaszczynski, A., Khazaal, Y. and Billieux, J., 2017. How can we conceptualize
behavioural addiction without pathologizing common behaviours?. Addiction, 112(10),
pp.1709-1715.
King, D.L. and Delfabbro, P.H., 2014. The cognitive psychology of Internet gaming disorder.
Clinical psychology review, 34(4), pp.298-308.
Kuss, D.J., Griffiths, M.D. and Pontes, H.M., 2017. Chaos and confusion in DSM-5 diagnosis of
Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field.
Journal of Behavioral Addictions, 6(2), pp.103-109.
Lam, L. T. (2014). Internet gaming addiction, problematic use of the internet, and sleep
problems: a systematic review. Current psychiatry reports, 16(4), 444.
Peeters, M., Koning, I. and van den Eijnden, R., 2018. Predicting Internet Gaming Disorder
symptoms in young adolescents: A one-year follow-up study. Computers in Human
Behavior, 80, pp.255-261.
Griffiths, M.D., Kuss, D.J. and Pontes, H.M., 2016. A brief overview of Internet gaming disorder
and its treatment. Australian Clinical Psychologist, 2(1), p.20108.
Hussain, Z., Williams, G.A. and Griffiths, M.D., 2015. An exploratory study of the association
between online gaming addiction and enjoyment motivations for playing massively
multiplayer online role-playing games. Computers in Human Behavior, 50, pp.221-230.
Kardefelt‐Winther, D., Heeren, A., Schimmenti, A., Rooij, A., Maurage, P., Carras, M., Edman,
J., Blaszczynski, A., Khazaal, Y. and Billieux, J., 2017. How can we conceptualize
behavioural addiction without pathologizing common behaviours?. Addiction, 112(10),
pp.1709-1715.
King, D.L. and Delfabbro, P.H., 2014. The cognitive psychology of Internet gaming disorder.
Clinical psychology review, 34(4), pp.298-308.
Kuss, D.J., Griffiths, M.D. and Pontes, H.M., 2017. Chaos and confusion in DSM-5 diagnosis of
Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field.
Journal of Behavioral Addictions, 6(2), pp.103-109.
Lam, L. T. (2014). Internet gaming addiction, problematic use of the internet, and sleep
problems: a systematic review. Current psychiatry reports, 16(4), 444.
Peeters, M., Koning, I. and van den Eijnden, R., 2018. Predicting Internet Gaming Disorder
symptoms in young adolescents: A one-year follow-up study. Computers in Human
Behavior, 80, pp.255-261.
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Project Proposal 26
Pontes, H.M. and Griffiths, M.D., 2014. Internet addiction disorder and internet gaming disorder
are not the same. Journal of Addiction Research & Therapy, 5(4).pp. 6.
Sun, C.T., Chen, L.X. and Chu, H.M., 2018. Associations among scaffold presentation, reward
mechanisms and problem-solving behaviors in game play. Computers & Education.pp. 4.
Voloshina, L.N., Kondakov, V.L., Kopeikina, E.N., Tretyakov, A.A. and Galimskaya, O.G.,
2017. Investigation of Relationships in the Children's Team in the Process of Sports
Gaming. Journal of History Culture and Art Research, 6(4), pp.277-285.
Wang, C. W., Ho, R. T., Chan, C. L., & Tse, S. (2015). Exploring personality characteristics of
Chinese adolescents with internet-related addictive behaviors: Trait differences for
gaming addiction and social networking addiction. Addictive behaviors, 42, 32-35.
Wichstrøm, L., Stenseng, F., Belsky, J., von Soest, T. and Hygen, B.W., 2018. Symptoms of
Internet Gaming Disorder in Youth: Predictors and Comorbidity. Journal of abnormal
child psychology, pp.1-13.
Young, K.S. and Brand, M., 2017. Merging theoretical models and therapy approaches in the
context of Internet Gaming Disorder: A personal perspective. Frontiers in psychology,
8.pp. 17.
Ashley, LL, & Boehlke, KK 2012, 'Pathological Gambling: A General Overview', Journal of
Psychoactive Drugs, vol. 44, no. 1, pp. 27-37. Available from: 10.1080/02791072.2012.662078.
[5 June 2018]
Pontes, H.M. and Griffiths, M.D., 2014. Internet addiction disorder and internet gaming disorder
are not the same. Journal of Addiction Research & Therapy, 5(4).pp. 6.
Sun, C.T., Chen, L.X. and Chu, H.M., 2018. Associations among scaffold presentation, reward
mechanisms and problem-solving behaviors in game play. Computers & Education.pp. 4.
Voloshina, L.N., Kondakov, V.L., Kopeikina, E.N., Tretyakov, A.A. and Galimskaya, O.G.,
2017. Investigation of Relationships in the Children's Team in the Process of Sports
Gaming. Journal of History Culture and Art Research, 6(4), pp.277-285.
Wang, C. W., Ho, R. T., Chan, C. L., & Tse, S. (2015). Exploring personality characteristics of
Chinese adolescents with internet-related addictive behaviors: Trait differences for
gaming addiction and social networking addiction. Addictive behaviors, 42, 32-35.
Wichstrøm, L., Stenseng, F., Belsky, J., von Soest, T. and Hygen, B.W., 2018. Symptoms of
Internet Gaming Disorder in Youth: Predictors and Comorbidity. Journal of abnormal
child psychology, pp.1-13.
Young, K.S. and Brand, M., 2017. Merging theoretical models and therapy approaches in the
context of Internet Gaming Disorder: A personal perspective. Frontiers in psychology,
8.pp. 17.
Ashley, LL, & Boehlke, KK 2012, 'Pathological Gambling: A General Overview', Journal of
Psychoactive Drugs, vol. 44, no. 1, pp. 27-37. Available from: 10.1080/02791072.2012.662078.
[5 June 2018]

Project Proposal 27
Barreto, S, & Adams, S 2011, 'Digital technology and youth: A developmental approach', Brown
University Child & Adolescent Behavior Letter, 27, 6, pp. 1-6, Academic Search Premier,
EBSCOhost, viewed 5 June 2018.
Sáenz-de-Urturi, Z, García Zapirain, B, & Méndez Zorrilla, A 2015, 'Elderly user experience to
improve a Kinect-based game playability', Behaviour & Information Technology, 34, 11, pp.
1040-1051, Academic Search Premier, EBSCOhost, viewed 5 June 2018.
Fiedor, D, Szczyrba, Z, Šerý, M, Smolová, I, & Toušek, V 2017, 'The spatial distribution of
gambling and its economic benefits to municipalities in the Czech Republic', Moravian
Geographical Reports, 25, 2, pp. 104-117, Academic Search Premier, EBSCOhost, viewed 5
June 2018.
Rikkers, W, Lawrence, D, Hafekost, J, & Zubrick, S 2016, 'Internet use and electronic gaming by
children and adolescents with emotional and behavioural problems in Australia - results from the
second Child and Adolescent Survey of Mental Health and Wellbeing', BMC Public Health, 16,
1, pp. 1-16, Academic Search Premier, EBSCOhost, viewed 5 June 2018.
Pearcy, B, McEvoy, P, & Roberts, L 2017, 'Internet Gaming Disorder Explains Unique Variance
in Psychological Distress and Disability After Controlling for Comorbid Depression, OCD,
ADHD, and Anxiety', Cyberpsychology, Behavior & Social Networking, 20, 2, pp. 126-132,
Academic Search Premier, EBSCOhost, viewed 5 June 2018.
Melkevik, O., Haug, E., Rasmussen, M., Fismen, A. S., Wold, B., Borraccino, A., & ... Samdal,
O. (2015). Are associations between electronic media use and BMI different across levels of
physical activity?. BMC Public Health, 15(1), 1-10. doi:10.1186/s12889-015-1810-6
Barreto, S, & Adams, S 2011, 'Digital technology and youth: A developmental approach', Brown
University Child & Adolescent Behavior Letter, 27, 6, pp. 1-6, Academic Search Premier,
EBSCOhost, viewed 5 June 2018.
Sáenz-de-Urturi, Z, García Zapirain, B, & Méndez Zorrilla, A 2015, 'Elderly user experience to
improve a Kinect-based game playability', Behaviour & Information Technology, 34, 11, pp.
1040-1051, Academic Search Premier, EBSCOhost, viewed 5 June 2018.
Fiedor, D, Szczyrba, Z, Šerý, M, Smolová, I, & Toušek, V 2017, 'The spatial distribution of
gambling and its economic benefits to municipalities in the Czech Republic', Moravian
Geographical Reports, 25, 2, pp. 104-117, Academic Search Premier, EBSCOhost, viewed 5
June 2018.
Rikkers, W, Lawrence, D, Hafekost, J, & Zubrick, S 2016, 'Internet use and electronic gaming by
children and adolescents with emotional and behavioural problems in Australia - results from the
second Child and Adolescent Survey of Mental Health and Wellbeing', BMC Public Health, 16,
1, pp. 1-16, Academic Search Premier, EBSCOhost, viewed 5 June 2018.
Pearcy, B, McEvoy, P, & Roberts, L 2017, 'Internet Gaming Disorder Explains Unique Variance
in Psychological Distress and Disability After Controlling for Comorbid Depression, OCD,
ADHD, and Anxiety', Cyberpsychology, Behavior & Social Networking, 20, 2, pp. 126-132,
Academic Search Premier, EBSCOhost, viewed 5 June 2018.
Melkevik, O., Haug, E., Rasmussen, M., Fismen, A. S., Wold, B., Borraccino, A., & ... Samdal,
O. (2015). Are associations between electronic media use and BMI different across levels of
physical activity?. BMC Public Health, 15(1), 1-10. doi:10.1186/s12889-015-1810-6
You're viewing a preview
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Project Proposal 28
Salama, H, Mahmoud, A, Kamel, A, Abdel Hady, M, & Awad, G 2012, 'Brain delivery of
olanzapine by intranasal administration of transfersomal vesicles', Journal Of Liposome
Research, 22, 4, pp. 336-345, Academic Search Premier, EBSCOhost, viewed 5 June 2018.
Donati, MA, Chiesi, F, Ammannato, G, & Primi, C 2015, 'Versatility and Addiction in Gaming:
The Number of Video-Game Genres Played Is Associated with Pathological Gaming in Male
Adolescents', CyberPsychology, Behavior & Social Networking, vol. 18, no. 2, pp. 129-132.
Available from: 10.1089/cyber.2014.0342. [5 June 2018].
Griffiths, M 2010, 'Online video gaming: what should educational psychologists know?',
Educational Psychology in Practice, vol. 26, no. 1, pp. 35-40. Available from:
10.1080/02667360903522769. [5 June 2018]
Hellström, C, Nilsson, KW, Leppert, J, & Åslund, C 2015, 'Effects of adolescent online gaming
time and motives on depressive, musculoskeletal, and psychosomatic symptoms', Upsala Journal
of Medical Sciences, vol. 120, no. 4, pp. 263-275. Available from:
10.3109/03009734.2015.1049724. [5 June 2018].
King, DL, Delfabbro, PH, & Griffiths, MD 2013, 'Trajectories of Problem Video Gaming
Among Adult Regular Gamers: An 18-Month Longitudinal Study', CyberPsychology, Behavior
& Social Networking, vol. 16, no. 1, pp. 72-76. Available from: 10.1089/cyber.2012.0062. [5
June 2018].
Kowert, R, Domahidi, E, Festl, R, & Quandt, T 2014, 'Social gaming, lonely life? The impact of
digital game play on adolescents’ social circles', Computers in Human Behavior, vol. 36, pp.
385-390. Available from: 10.1016/j.chb.2014.04.003. [5 June 2018]
Salama, H, Mahmoud, A, Kamel, A, Abdel Hady, M, & Awad, G 2012, 'Brain delivery of
olanzapine by intranasal administration of transfersomal vesicles', Journal Of Liposome
Research, 22, 4, pp. 336-345, Academic Search Premier, EBSCOhost, viewed 5 June 2018.
Donati, MA, Chiesi, F, Ammannato, G, & Primi, C 2015, 'Versatility and Addiction in Gaming:
The Number of Video-Game Genres Played Is Associated with Pathological Gaming in Male
Adolescents', CyberPsychology, Behavior & Social Networking, vol. 18, no. 2, pp. 129-132.
Available from: 10.1089/cyber.2014.0342. [5 June 2018].
Griffiths, M 2010, 'Online video gaming: what should educational psychologists know?',
Educational Psychology in Practice, vol. 26, no. 1, pp. 35-40. Available from:
10.1080/02667360903522769. [5 June 2018]
Hellström, C, Nilsson, KW, Leppert, J, & Åslund, C 2015, 'Effects of adolescent online gaming
time and motives on depressive, musculoskeletal, and psychosomatic symptoms', Upsala Journal
of Medical Sciences, vol. 120, no. 4, pp. 263-275. Available from:
10.3109/03009734.2015.1049724. [5 June 2018].
King, DL, Delfabbro, PH, & Griffiths, MD 2013, 'Trajectories of Problem Video Gaming
Among Adult Regular Gamers: An 18-Month Longitudinal Study', CyberPsychology, Behavior
& Social Networking, vol. 16, no. 1, pp. 72-76. Available from: 10.1089/cyber.2012.0062. [5
June 2018].
Kowert, R, Domahidi, E, Festl, R, & Quandt, T 2014, 'Social gaming, lonely life? The impact of
digital game play on adolescents’ social circles', Computers in Human Behavior, vol. 36, pp.
385-390. Available from: 10.1016/j.chb.2014.04.003. [5 June 2018]
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Project Proposal 29
Li, D, Liau, A, & Khoo, A 2011, 'Examining the Influence of Actual-Ideal Self-Discrepancies,
Depression, and Escapism, on Pathological Gaming Among Massively Multiplayer Online
Adolescent Gamers', CyberPsychology, Behavior & Social Networking, vol. 14, no. 9, pp. 535-
539. Available from: 10.1089/cyber.2010.0463. [5 June 2018].
Li, D, Liau, A, & Khoo, A 2011, 'Examining the Influence of Actual-Ideal Self-Discrepancies,
Depression, and Escapism, on Pathological Gaming Among Massively Multiplayer Online
Adolescent Gamers', CyberPsychology, Behavior & Social Networking, vol. 14, no. 9, pp. 535-
539. Available from: 10.1089/cyber.2010.0463. [5 June 2018].
Saunders, Jb, Wei, H, Jiang, L, King, Dl, Mann, K, Fauth-Bühler, M, Rumpf, H, Bowden-Jones,
H, Rahimi-Movaghar, A, Chung, T, Chan, E, Bahar, N, Achab, S, Hae Kook, L, Potenza, M,
Petry, N, Spritzer, D, Ambekar, A, Derevensky, J, & Griffiths, MD 2017, 'Gaming disorder: Its
delineation as an important condition for diagnosis, management, and prevention', Journal of
Behavioral Addictions, vol. 6, no. 3, pp. 271-279. Available from: 10.1556/2006.6.2017.039. [5
June 2018]
Sublette, V, & Mullan, B 2012, 'Consequences of Play: A Systematic Review of the Effects of
Online Gaming', International Journal of Mental Health & Addiction, vol. 10, no. 1, pp. 3-23.
Available from: 10.1007/s11469-010-9304-3. [5 June 2018]
Li, D, Liau, A, & Khoo, A 2011, 'Examining the Influence of Actual-Ideal Self-Discrepancies,
Depression, and Escapism, on Pathological Gaming Among Massively Multiplayer Online
Adolescent Gamers', CyberPsychology, Behavior & Social Networking, vol. 14, no. 9, pp. 535-
539. Available from: 10.1089/cyber.2010.0463. [5 June 2018].
Li, D, Liau, A, & Khoo, A 2011, 'Examining the Influence of Actual-Ideal Self-Discrepancies,
Depression, and Escapism, on Pathological Gaming Among Massively Multiplayer Online
Adolescent Gamers', CyberPsychology, Behavior & Social Networking, vol. 14, no. 9, pp. 535-
539. Available from: 10.1089/cyber.2010.0463. [5 June 2018].
Saunders, Jb, Wei, H, Jiang, L, King, Dl, Mann, K, Fauth-Bühler, M, Rumpf, H, Bowden-Jones,
H, Rahimi-Movaghar, A, Chung, T, Chan, E, Bahar, N, Achab, S, Hae Kook, L, Potenza, M,
Petry, N, Spritzer, D, Ambekar, A, Derevensky, J, & Griffiths, MD 2017, 'Gaming disorder: Its
delineation as an important condition for diagnosis, management, and prevention', Journal of
Behavioral Addictions, vol. 6, no. 3, pp. 271-279. Available from: 10.1556/2006.6.2017.039. [5
June 2018]
Sublette, V, & Mullan, B 2012, 'Consequences of Play: A Systematic Review of the Effects of
Online Gaming', International Journal of Mental Health & Addiction, vol. 10, no. 1, pp. 3-23.
Available from: 10.1007/s11469-010-9304-3. [5 June 2018]

Project Proposal 30
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