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A case study on the impact of video games towards Malaysian youth
Author(s):
1. CALEB CHU KEN LUN: Faculty of Computing and Information Technology, Tunku Abdul Rahman University College, KualaLumpur, Malaysia.
2. TANG HANG RONG: Faculty of Computing and Information Technology, Tunku Abdul Rahman University College, KualaLumpur, Malaysia.
3. LEE KHAR SENG: Faculty of Computing and Information Technology, Tunku Abdul Rahman University College, KualaLumpur, Malaysia.
4. COURTNEY CHEW CHEAH NI: Faculty of Computing and Information Technology, Tunku Abdul Rahman University College, KualaLumpur, Malaysia.
5. RAJERMANI THINAKARAN: Faculty of Data Science and Information Technology, INTI International University, Nilai, Negeri Sembilan, Malaysia.
6. TING TIN TIN: Faculty of Computing and Information Technology, Tunku Abdul Rahman University College, KualaLumpur, Malaysia; 7Faculty of Data Science and Information Technology, INTI International University, Nilai, Negeri Sembilan, Malaysia.
7. MALATHY BATUMALAY: Faculty of Data Science and Information Technology, INTI International University, Nilai, Negeri Sembilan, Malaysia.
Abstract:
Due to the rapid growth of technology in recent years, the technology is revolutionising the video game industry and opening the door for a new generation of gamers. However, spending hours a day playing video games could possibly affect our life as we indulge ourselves in video games for a long period of time. So, we would like to provide some insights on the effects of video games in this study. The aim of this study was to determine the effect of video games towards youth on academic performance, prosocial behaviour, physical health and mental health. The data collection was carried out by sending questionnaires to youths in Malaysia, aged 15 to 24. There were a total of 201 respondents who completed the questionnaire and the data collected were analysed using a bivariate correlation test. Pearson correlation between the level of video games addiction and each independent variable (academic performance, social behaviour, physical health and mental health) are calculated for the results. The results of our study showed that there is a moderately weak positive correlation between the level of video games of addiction and prosocial behaviour (r = 0.231, p = 0.001). The correlation between video games and academic performance (r = -0.119, p = 0.092), physical health (in terms of BMI (r = 0.123, p = 0.081) and physical health score (r = -0.138, p = 0.051)) and mental health are not statistically significant. The results proved that video games will positively affect prosocial behaviour. The results of this research can help in expanding the knowledge of the positive effects of video games towards the youth on prosocial behaviour.
Page(s): 5840-5853
DOI: DOI not available
Published: Journal: Journal of Theoretical and Applied Information Technology, Volume: 100, Issue: 19, Year: 2022
Keywords:
academic performance , Physical health , Mental Health , Prosocial Behaviour , Video Game
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