Psychological and Social Gratification Factors Related to Pathological Gaming among Undergraduate Students

Playing video games is a familiar form of entertainment which is well supported by most of the age groups. In fact, it has become a part of daily life activity of most contemporary youth nowadays. However, many recent researches have shown that this type of pastime activity can bring about a number...

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Main Author: Ng, You Ming
Format: Thesis
Language:English
Published: 2011
Online Access:http://psasir.upm.edu.my/id/eprint/19697/1/IPSS_2011_1.pdf
http://psasir.upm.edu.my/id/eprint/19697/
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spelling my.upm.eprints.196972014-04-17T02:08:04Z http://psasir.upm.edu.my/id/eprint/19697/ Psychological and Social Gratification Factors Related to Pathological Gaming among Undergraduate Students Ng, You Ming Playing video games is a familiar form of entertainment which is well supported by most of the age groups. In fact, it has become a part of daily life activity of most contemporary youth nowadays. However, many recent researches have shown that this type of pastime activity can bring about a number of negative physical and emotional consequences to the gamers. The main objective of the current study was to identify the psychological and social gratifications that are related to video game playing, specifically pathological gaming among undergraduate students. Cluster sampling approach was used and a total of 255 questionnaires were collected from a cross-sectional data collection. The results of Pearson correlation have indicated that all the seven psychological gratification and three social gratification factors were significantly correlated with pathological gaming. The average amount of playing time is 10.66 hours per week and about 14% of respondents showed moderate to high level of pathological gaming symptoms. Besides, stepwise multiple linear regression further indicated three out of the ten predictors significantly predict pathological gaming and about 52% variance of pathological gaming was explained by three factors, namely Companionship, Competition and Entertainment & leisure. As a conclusion, the present study confirms the validity of uses and gratification theory as a process leading to pathological gaming, implying that individuals with pathological usage of video games are influenced by their inner desires, inner conflicts, negative self-evaluations, and consequent negative emotions. Hence, they tend to indulge in video games, which provide them with immediate satisfaction. 2011-05 Thesis NonPeerReviewed application/pdf en http://psasir.upm.edu.my/id/eprint/19697/1/IPSS_2011_1.pdf Ng, You Ming (2011) Psychological and Social Gratification Factors Related to Pathological Gaming among Undergraduate Students. Masters thesis, Universiti Putra Malaysia.
institution Universiti Putra Malaysia
building UPM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Putra Malaysia
content_source UPM Institutional Repository
url_provider http://psasir.upm.edu.my/
language English
description Playing video games is a familiar form of entertainment which is well supported by most of the age groups. In fact, it has become a part of daily life activity of most contemporary youth nowadays. However, many recent researches have shown that this type of pastime activity can bring about a number of negative physical and emotional consequences to the gamers. The main objective of the current study was to identify the psychological and social gratifications that are related to video game playing, specifically pathological gaming among undergraduate students. Cluster sampling approach was used and a total of 255 questionnaires were collected from a cross-sectional data collection. The results of Pearson correlation have indicated that all the seven psychological gratification and three social gratification factors were significantly correlated with pathological gaming. The average amount of playing time is 10.66 hours per week and about 14% of respondents showed moderate to high level of pathological gaming symptoms. Besides, stepwise multiple linear regression further indicated three out of the ten predictors significantly predict pathological gaming and about 52% variance of pathological gaming was explained by three factors, namely Companionship, Competition and Entertainment & leisure. As a conclusion, the present study confirms the validity of uses and gratification theory as a process leading to pathological gaming, implying that individuals with pathological usage of video games are influenced by their inner desires, inner conflicts, negative self-evaluations, and consequent negative emotions. Hence, they tend to indulge in video games, which provide them with immediate satisfaction.
format Thesis
author Ng, You Ming
spellingShingle Ng, You Ming
Psychological and Social Gratification Factors Related to Pathological Gaming among Undergraduate Students
author_facet Ng, You Ming
author_sort Ng, You Ming
title Psychological and Social Gratification Factors Related to Pathological Gaming among Undergraduate Students
title_short Psychological and Social Gratification Factors Related to Pathological Gaming among Undergraduate Students
title_full Psychological and Social Gratification Factors Related to Pathological Gaming among Undergraduate Students
title_fullStr Psychological and Social Gratification Factors Related to Pathological Gaming among Undergraduate Students
title_full_unstemmed Psychological and Social Gratification Factors Related to Pathological Gaming among Undergraduate Students
title_sort psychological and social gratification factors related to pathological gaming among undergraduate students
publishDate 2011
url http://psasir.upm.edu.my/id/eprint/19697/1/IPSS_2011_1.pdf
http://psasir.upm.edu.my/id/eprint/19697/
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score 13.211869