UPSI Digital Repository (UDRep)
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Abstract : Universiti Pendidikan Sultan Idris |
The popular game genre, multiplayer online battle arena (MOBA), contain addictive
features. Concerns arise when gamers experience adverse consequences, particularly
Internet gaming disorder’s (IGD) symptoms. An examination of determinants is crucial to
develop a clearer picture of IGD. Uses and Gratification Theory (UGT) was applied to
ground the formation of the conceptual framework. There are several research objectives:
(1) to identify the cut-off value of the nine-item IGD Scale (short form) and determine the
prevalence rate of the disordered group, (2) examine the predictive effects of social phobia,
depression, motivations of gaming (achievement, socialisation, and immersion), and
identification of avatar on IGD’s symptoms, and (3) explore the mediating effect of
identification of avatar among the relationships. The present study applied translation and
adaption of the used measures. The conceptual translation was performed to ensure the
original meanings of items were retained while adapting to the local context. A crosssectional
descriptive design and purposive sampling method were implemented to collect
1,175 sets of responses via online survey. After data cleaning, 1,068 sets of responses were
retained for final analyses. The present study discovered that social phobia, depression,
achievement motivation, immersion motivation, and identification of avatar positively
predicted IGD’s symptoms, whereas socialisation motivation as a negative predictor.
Identification of avatar was found as a significant mediator for all key determinants (except
depression) and IGD’s symptoms. Theoretically, the examination of mediating effect
extended the application of UGT by illustrating clearer interplay between the determinants
and IGD. The significant mediation reflected its suitability of UGT in the study context.
Practical implications were suggested in providing prevention and intervention programs
to at-risk youth (e.g., experience mental issues). Shaping youth's positive characteristics
should always be placed as the top priority given that youth are the impetus who bring
revolutionary changes and improvement in a nation. |
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