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How to Cite
The psychosocial risk factors of internet gaming disorder among Malaysian young adult players
Nur Laila Azzwa Nordin
Faculty of Social Sciences and Humanities, Center for Research in Psychology and Human Well-Being, Universiti Kebangsaan Malaysia, Bangi, Selangor, 43650, Malaysia
Nor Ba'yah Abdul Kadir
Faculty of Social Sciences and Humanities, Center for Research in Psychology and Human Well-Being, Universiti Kebangsaan Malaysia, Bangi, Selangor, 43650, Malaysia
Rusyda Helma Mohd
Faculty of Social Sciences and Humanities, Center for Research in Psychology and Human Well-Being, Universiti Kebangsaan Malaysia, Bangi, Selangor, 43650, Malaysia
Mohd Rizal Abdul Manaf
Community Health Department, Universiti Kebangsaan Malaysia, Kuala Lumpur, 50300, Malaysia
Normaliza Ab Malik
Department of Conservative Dentistry and Prosthodontics, Universiti Sains Islam Malaysia, Negeri Sembilan, 71800, Malaysia
Mark D Griffiths
Psychology Department, Nottingham Trent University, 50 Shakespeare Street, Nottingham NG1 4FQ, UK
DOI: https://doi.org/10.59429/esp.v10i1.3180
Keywords: internet gaming disorder, loneliness, basic psychological needs, boredom, family, young adults
Abstract
Internet gaming disorder is a type of maladaptive behavior that can arise from gaming activities. Analyzing the risk factors is crucial to understanding the trajectory of the disorder. This study aims to determine the differences between low and high psychological risk factors (loneliness, basic psychological needs, state boredom, and family function) and their relationship with internet gaming disorder. The study also examines the role of risk factors as a potential influence. A cross-sectional design and an online survey questionnaire were utilized to carry out the study. A total of 462 Malaysian young adult players aged 18 to 30 participated (mean=23.44, SD=3.00). The findings indicate that the psychological risk factors have significant differences and relationships with internet gaming disorder symptoms, with loneliness, state boredom (including high arousal in boredom), and family function appearing as influential factors. However, the basic psychological needs in life do not significantly have relationships and cannot be influenced by the internet gaming disorder. Although the study has limitations in terms of generalizability, the findings can be valuable for guiding future comprehensive studies on internet gaming disorder among young adults, especially in the Malaysian population.
Author Biography
Nur Laila Azzwa Nordin, Faculty of Social Sciences and Humanities, Center for Research in Psychology and Human Well-Being, Universiti Kebangsaan Malaysia, Bangi, Selangor, 43650, Malaysia
Post Graduate Student at the Faculty of Social Sciences and Humanities, Universiti Kebangsaan MalaysiaReferences
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