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The Effect of Online Gaming on the Students' Sleeping Pattern: A Case Study in University Malaysia Sabah

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Abstract

Abstract One of the pervasive effects of globalisation is the escalating culture of technology being practised worldwide. In tandem with that, online gaming is one fraction of the global the technological civilisation that has affected many consumers, particularly students. Previous studies have shown that online gaming can be a damaging addiction and consequently impact avid gamers' sleeping trends. This study is conducted to identify the ensuing relationship between online gaming and its impacts on the students' sleeping pattern. Questionnaires are distributed to 300 students between the ages 18 to 25 years old identified through purposive sampling. In this study, the quantitative approach is employed to develop a descriptive analysis that captures frequency values and score min. Besides, inference analysis is undertaken to ascertain the prevailing relationship between university students' online gaming and sleeping patterns. Factor analysis is used to analyse a total of 17 parameters impacts of online gaming. The study found three (3) factors that contribute to online gaming: the first-factor ‘sleep quality, the second-factor ‘duration of sleep' and the third, the 'health' factor. In turn, these had led to several implications such as loss of focus or concentration during lessons and physical complications. In conclusion, this study strongly recommends that the students gain control of their behaviour by practising self-discipline to prevent them from being continuously involved in unproductive activities such as excessive online gaming. Selfdiscipline is indeed a salient practice in facing the challenges of the globalised technological culture we face today. Keywords: University Students, Online Game, Sleeping Pattern, Sleep Quality, Duration of Sleep, Health.

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Although sleep has been the subject of serious study for several decades, there has not been available an integrated, introductory text for more than ten years. Understanding Sleep and Dreaming fills this need with complete coverage of all aspects of sleep, dreaming, and sleep disorders, and is comprehensible as well as comprehensive. In accessible language, this text reviews the basic physiological mechanisms of sleep and the intertwined psychological ramifications. Most important, it is up-to-date, containing the latest information on the influence of orexin/hypocretin, nocturnal eating syndrome, the local cell theory of sleep, the effects of sleep deprivation, and the advantages of delaying school start times for teenagers. Distilling twenty five years of combined clinical, research, and teaching experience, Dr. Moorcroft has created an excellent text for undergraduates, graduate students, and professionals as well as for the general reader who wants a better understanding of the sleep process and its disorders. © 2005 Springer Sclence+Business Media, Inc. All rlghts reserved.
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To describe the technology use and sleep quality of Americans, and the unique association between technology use and sleep disturbances. Interviews were conducted via random digit dialing (N = 750) or the Internet (N = 758). 1,508 Americans (13-64 years old, 50% males) matched to 2009 U.S. Census data provided complete interviews. The sample was further divided into adolescents (13-18 years, N = 171), young adults (19-29 years, N = 293), middle-aged adults (30-45 years, N = 469), and older adults (46-64 years, N = 565) to contrast different generations' technology use. Participants answered a 47-item semi-structured survey, including questions about their sleep habits, and the presence and use of technology in the hour before bed in the past 2 weeks. Nine of 10 Americans reported using a technological device in the hour before bed (e.g., TVs the most popular; 60%). However, those under 30 years of age were more likely to use cell phones (72% of adolescents, 67% of young adults) than those over 30 years (36% of middle-aged, and 16% of older adults). Young adults' sleep patterns were significantly later than other age groups on both weekdays and weekend nights. Unlike passive technological devices (e.g., TV, mp3 music players), the more interactive technological devices (i.e., computers/laptops, cell phones, video game consoles) used in the hour before bed, the more likely difficulties falling asleep (β = 9.4, p < 0.0001) and unrefreshing sleep (β = 6.4, p < 0.04) were reported. Technology use near bedtime is extremely prevalent in the United States. Among a range of technologies, interactive technological devices are most strongly associated with sleep complaints. A commentary on this article appears in this issue on page 1301. Gradisar M; Wolfson AR; Harvey AG; Hale L; Rosenberg R; Czeisler CA. The sleep and technology use of Americans: findings from the National Sleep Foundation's 2011 Sleep in America Poll. J Clin Sleep Med 2013;9(12):1291-1299.
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Historically, the relationship between student academic achievement and use of computers for fun and video gaming has been described from a multitude of perspectives, from positive, to negative, to neutral. However, recent research has indicated that computer use and video gaming may be positively associated with achievement, yet these studies have focused on small intact and qualitative samples. The purpose of the present study is to examine the association between academic achievement in high school and student use of computers for fun and video gaming using the large nationally representative ELS:2002 sample of students in grade 10 in 2002 and an independent effects two-level hierarchical linear model. Our results indicate that both student use of computers for fun and moderate levels of video gaming were positive and significant on cross-sectional reading and mathematics achievement assessments in high school, controlling for multiple covariates of achievement, but were not related to growth in mathematics from grade 10 to grade 12.
Article
This is Part V of a series of reports on rationales and techniques of matrix factoring which play an important role in multivariate analysis techniques. Indeed, it may well be said that all adequate models and methods of multivariate analysis are special cases of matrix factoring techniques. The more traditional methods of factor analysis, in particular, are special cases of more general matrix factoring techniques, as are also all multiple regression models.
Article
Electronic media are widespread and research has revealed connections between media use and sleep loss. In this study we aimed to elucidate how many media users get insufficient sleep and whether lengthy media use before sleep curtails sleep. Registered monitor members were surveyed twice on the Internet. The prevalence of self-perceived insufficient sleep ascribed by respondents to using electronic media before sleep was 48.0% (first survey) and 45.0% (second survey). Younger respondents more frequently ascribed using media before sleep as a factor in their perceived insufficient sleep than older respondents. After excluding respondents who ascribed their perceived insufficient sleep to factors other than the electronic media, the sleep duration before a workday was 6.38 ± 1.04 h for light media users (<2.5 h) before sleep, 6.20 ± 1.10 h for intermediate users (≥2.5 and <3.5 h) and 6.22 ± 1.09 h for heavy users (≥3.5 h). A Scheffe analysis revealed a significant difference between the light users and medium users (P = 0.02), and between light users and heavy users (P = 0.03). Only 29.0% of light users perceived they had insufficient sleep compared to 53.5% of heavy users. Users who perceived they had insufficient sleep reported a greater disparity in their sleep duration before workdays compared with that before non-workdays (P < 0.001) and a greater disparity between their perceived sufficient sleep hours and their actual sleep time before workdays (P < 0.001). There was a significant difference in disparity between perceived sufficient sleep and actual sleep time before workdays among media use groups (P = 0.002). Because half the respondents ascribed insufficient sleep to using electronic media, attention should be given to media use before sleep as a cause of perceived insufficient sleep.
Article
Aim: The purpose of this study was to examine the association of Internet overuse with excessive daytime sleepiness (EDS). Methods: A total of 2336 high school students in South Korea (boys, 57.5%; girls, 42.5%) completed the structured questionnaire. The severity of Internet addiction was evaluated using Young's Internet addiction test. Results: The proportions of boys who were classified as Internet addicts and possible Internet addicts were 2.5% and 53.7%, respectively. For girls, the corresponding proportions were 1.9% and 38.9%, respectively. The prevalence of EDS was 11.2% (boys, 11.2%; girls, 11.1%). When Internet addicts were compared with non-addicts, they consisted of more boys, drank alcohol more, and considered their own health condition as poor. But smoking was not related with Internet addiction. The prevalence rate of EDS for Internet addicts was 37.7%, whereas that for possible Internet addicts and non-addicts was 13.9% and 7.4%, respectively. The prevalence of insomnia, witnessed snoring, apnea, teeth grinding, and nightmares was highest in Internet addicts, middle in possible addicts, and lowest in non-addicts. With adjustment for duration of Internet use, duration of sleep time, age, gender, smoking, taking painkillers due to headache, insomnia symptoms, witnessed apnea, and nightmares, the odds of EDS were 5.2-fold greater (95% confidence interval [CI]: 2.7–10.2) in Internet addicts and 1.9-fold greater (95%CI: 1.4–2.6) in possible Internet addicts compared to non-addicts. Conclusion: Internet addiction is strongly associated with EDS in adolescents. Clinicians should consider examining Internet addiction in adolescent cases of EDS.
Article
The main purpose of the present study is to develop a measure of problematic online game use by identifying underlying factors and testing external validities of the scale. The authors tested the scale with the three age groups: 5th, 8th, and 11th graders. Through a series of exploratory and confirmatory factor analyses, the present study confirmed that the POGU scale produced reliable and consistent factorial structures across the independent samples. The results supported convergent validity of the scale: POGU showed significant correlations with academic self-efficacy, anxiety, loneliness, and satisfaction with daily life. The results also supported the discriminant validity. The POGU scale did not redundantly measure any of individual difference constructs and was statistically distinguishable from the closely correlated constructs.
Article
Chronic insomnia affects nearly 16% of adults and up to 25% of children. Many clinicians are unfamiliar with the research and practice of psychological treatments of insomnia and thus do not use them with their patients. The primary goals of this article were to (a) review the research support for psychological treatments of adult and child insomnia, and (b) describe those treatments with the highest level of research support in enough detail to allow practitioners to begin to utilize them with their own patients. The adult psychological treatments with the best research support are stimulus control, progressive muscle relaxation, and multimodal cognitive-behavioral therapy, followed by multimodal behavioral therapy, sleep restriction, biofeedback, and paradoxical intention. The child psychological treatments with the highest level of research support are preventive parent education, unmodified extinction, and extinction with parental presence, followed by graduated extinction, bedtime fading/positive routines, and scheduled awakenings.
Article
The negative association of insomnia and internet addiction with mental health is widely documented in the literature, yet little is known about their inter-relationships. The primary aim of this study was to examine the inter-relationships between insomnia, internet addiction and depression. A total of 719 Chinese adolescents in Hong Kong participated in this school-based cross-sectional study. Participants completed the Chinese version of the Pittsburgh Sleep Quality Index (PSQI), the Chinese Internet Addiction Scale (CIAS), the 12-item version of General Health Questionnaire (GHQ-12) and questions assessing internet use pattern and sociodemographic characteristics. The classification of internet addiction and insomnia was based on the CIAS cutoff global score >63 and PSQI cutoff global score >5, respectively. Multiple regression analyses tested the effects of insomnia and internet addiction on depression. Among students with internet addiction (17.2%), 51.7% were also identified as insomniacs. Internet addicts scored significantly poorer on all PSQI components, except sleep duration, than their non-addicted counterparts. After adjustment for gender and internet use time, both internet addiction (β=0.05; Sobel test Z=6.50, P<0.001) and insomnia (β=0.59; Sobel test Z=4.49, P<0.001) demonstrated a significant association with depression. Overall, there is high comorbidity between internet addiction and insomnia. Both insomnia and internet addiction emerged as significant explanatory factors, but they exerted differential effects on depression. Future research should be directed at determining the causal relationship between internet addiction and insomnia, and its underlying mechanism with depression.
Article
This paper presents the history of research and the results of recent studies on the effects of sleep deprivation in animals and humans. Humans can bear several days of continuous sleeplessness, experiencing deterioration in wellbeing and effectiveness; however, also a shorter reduction in the sleep time may lead to deteriorated functioning. Sleeplessness accounts for impaired perception, difficulties in keeping concentration, vision disturbances, slower reactions, as well as the appearance of microepisodes of sleep during wakefulness which lead to lower capabilities and efficiency of task performance and to increased number of errors. Sleep deprivation results in poor memorizing, schematic thinking, which yields wrong decisions, and emotional disturbances such as deteriorated interpersonal responses and increased aggressiveness. The symptoms are accompanied by brain tissue hypometabolism, particularly in the thalamus, prefrontal, frontal and occipital cortex and motor speech centres. Sleep deficiency intensifies muscle tonus and coexisting tremor, speech performance becomes monotonous and unclear, and sensitivity to pain is higher. Sleeplessness also relates to the changes in the immune response and the pattern of hormonal secretion, of the growth hormone in particular. The risk of obesity, diabetes and cardiovascular disease increases. The impairment of performance which is caused by 20-25 hours of sleeplessness is comparable to that after ethanol intoxication at the level of 0.10% blood alcohol concentration. The consequences of chronic sleep reduction or a shallow sleep repeated for several days tend to accumulate and resemble the effects of acute sleep deprivation lasting several dozen hours. At work, such effects hinder proper performance of many essential tasks and in extreme situations (machine operation or vehicle driving), sleep loss may be hazardous to the worker and his/her environment.
Article
Video-game use before bedtime has been linked with poor sleep outcomes for adolescents; however, experimental evidence to support this link is sparse. The present study investigated the capacity of presleep video-game playing to extend sleep latency and reduce subjective feelings of sleepiness in adolescents. The arousing psychophysiologic mechanisms involved and the impact of presleep video-game playing on sleep architecture were also explored. Thirteen male adolescent "evening types" (mean age = 16.6 years, SD = 1.1) participated in a counterbalanced, within-subjects design with experimental (active video gaming) and control (passive DVD watching) conditions. The experiment was conducted in the Flinders University Sleep Research Laboratory. Relative to the control condition, presleep video-game playing increased sleep-onset latency (Z= 2.45, p= .01) and reduced subjective sleepiness (Z = 2.36, p = .02)-but only slightly. Video gaming was related to changes in cognitive alertness (as measured by a power: p < 0.01) but not physiologic arousal (as measured by heart rate: p > 0.05). Contrary to previous findings, sleep architecture was unaffected (both rapid eye movement and slow wave sleep: p > 0.05). Results suggest the direct effect of presleep video-game playing on adolescent sleep may be more modest than previously thought, suggesting that surveys linking stimulating presleep activities to poor sleep need substantiating with empirical evidence.
Article
Adolescents may not receive the sleep they need. New media technology and new, popular energy drinks may be implicated in sleep deficits. In this pilot study we quantified nighttime technology use and caffeine consumption to determine effects on sleep duration and daytime behaviors in adolescents. We hypothesized that with increased technology use, adolescents increase caffeine consumption, resulting in insufficient sleep duration. Subjects were recruited from a pediatric office in a proximal suburb of Philadelphia, Pennsylvania. Inclusion criteria for this study were middle and high school subjects aged 12 to 18 years old. The questionnaire, Adolescent Sleep, Caffeine Intake, and Technology Use, was developed by the investigators to measure adolescents' intake of caffeinated drinks, use of nighttime media-related technology, and sleep behaviors. Descriptive statistics characterized the subjects, their caffeine and technology use, and sleep variables. Regression models assessed the relationships between caffeine, technology use, and sleep variables, having adjusted for age, race, gender, and BMI. Sleep was significantly related to the multitasking index. Teenagers getting 8 to 10 hours of sleep on school nights tended to have 1.5- to 2-fold lower multitasking indices compared with those getting less sleep. Thirty-three percent of the teenagers reported falling asleep during school. Caffeine consumption tended to be 76% higher by those who fell asleep. The log-transformed multitasking index was significantly related to falling asleep during school and with difficulties falling asleep on weeknights. Many adolescents used multiple forms of technology late into the night and concurrently consumed caffeinated beverages. Subsequently, their ability to stay alert and fully functional throughout the day was impaired by excessive daytime sleepiness. Future studies should measure more than television hours when evaluating the impact of nighttime activities on sleep patterns in adolescents.
Article
The function(s) of sleep would probably be better understood if the metabolic processes taking place within the central nervous system (CNS) during sleep were known in greater detail. The general pattern of the energy requirements of the brain during sleep is now outlined. Brain energy metabolism dramatically decreases during slow wave sleep (SWS) whereas, during rapid eye movement sleep (REMS), the level of metabolism is similar to that of wakefulness. However, these modifications of the energy metabolism, in good agreement with intracerebral recordings of neuronal firing, do not help in identifying the function(s) of sleep, since they are in line with several theories of sleep function(s) (protection, energy conservation, brain cooling, tissue restitution). On the other hand, several studies of brain basal metabolism suggest an enhanced synthesis of macromolecules such as nucleic acids and proteins in the brain during sleep. However, up to now, these data remain scarce and controversial. As a consequence, the research in the field of the brain metabolism during sleep has now come to a turning point, since the confirmation of sizeable cerebral anabolic processes would provide an outstanding argument in favour of the restorative theory of sleep. In this case, a hypothesis, based on clinical findings and preliminary metabolic data, might be further proposed. The putative biosynthetic processes would not equally benefit all the components of the CNS but would primarily be devoted to the maintenance of an optimal synaptic function.
Article
Sleep is hypothesized to be a restorative process that is important for the proper functioning of the immune system. Severity of disordered sleep in depressed- and alcoholic subjects correlates with declines in natural- and cellular immunity and is associated with alterations in the complex cytokine network. Sleep loss has a role in mediating these immune changes as experimentally induced partial night sleep deprivation replicates the kind of sleep loss found in clinical samples and induces a pattern of immune alterations similar to that found in depressed- and alcoholic patients. Despite evidence that sleep and sleep loss have effects on immune processes and nocturnal secretion of cytokines, the clinical significance of these immune changes is not known. Moreover, in view of basic evidence of a reciprocal interaction between sleep and cytokines, further research is needed to understand whether alterations in cytokines contribute to disordered sleep in patient populations.
Article
Extant studies of age differences in cognitive processes relevant to risk taking and decision making, such as risk perception and risk appraisal, indicate few significant age differences in factors that might explain why adolescents engage in more risk taking than adults. The present analysis suggests that the greater propensity of adolescents to take risks is not due to age differences in risk perception or appraisal, but to age differences in psychosocial factors that influence self-regulation. It is argued that adolescence is a period of heightened vulnerability to risk taking because of a disjunction between novelty and sensation seeking (both of which increase dramatically at puberty) and the development of self-regulatory competence (which does not fully mature until early adulthood). This disjunction is biologically driven, normative, and unlikely to be remedied through educational interventions designed to change adolescents' perception, appraisal, or understanding of risk. Interventions should begin from the premise that adolescents are inherently more likely than adults to take risks, and should focus on reducing the harm associated with risk-taking behavior.
Article
To investigate the relationship between the presence of a television set, a gaming computer, and/or an Internet connection in the room of adolescents and television viewing, computer game playing, and Internet use on the one hand, and time to bed, time up, time spent in bed, and overall tiredness in first- and fourth-year secondary-school children on the other hand. A random sample of students from 15 schools in Flanders, Belgium, yielded 2546 children who completed a questionnaire with questions about media presence in bedrooms; volume of television viewing, computer game playing, and Internet use; time to bed and time up on average weekdays and average weekend days; and questions regarding the level of tiredness in the morning, at school, after a day at school, and after the weekend. Children with a television set in their rooms went to bed significantly later on weekdays and weekend days and got up significantly later on weekend days. Overall, they spent less time in bed on weekdays. Children with a gaming computer in their rooms went to bed significantly later on weekdays. On weekdays, they spent significantly less time in bed. Children who watched more television went to bed later on weekdays and weekend days and got up later on weekend days. They spent less time in bed on weekdays. They reported higher overall levels of being tired. Children who spent more time playing computer games went to bed later on weekdays and weekend days and got up later on weekend days. On weekdays, they actually got up significantly earlier. They spent less time in bed on weekdays and reported higher levels of tiredness. Children who spent more time using the Internet went to bed significantly later during the week and during the weekend. They got up later on weekend days. They spent less time in bed during the week and reported higher levels of tiredness. Going out was also significantly related to sleeping later and less. Concerns about media use should not be limited to television. Computer game playing and Internet use are related to sleep behavior as well. Leisure activities that are unstructured seem to be negatively related to good sleep patterns. Imposing more structure (eg, end times) might reduce impact.
Kemahiran ICT di kalangan guru pelatih IPTA Malaysia. Arah Pendidikan Sdn Bhd: Selangor
  • Z A Bakar
Bakar, Z. A. (2008). Kemahiran ICT di kalangan guru pelatih IPTA Malaysia. Arah Pendidikan Sdn Bhd: Selangor.
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Born, J., Rasch, B., & Gais, S. (2006). Sleep to remember. The Neuroscientist 12(5), 410-424.
Ketagihan Penggunaan Internet Di Kalangan Remaja Sekolah Tingkatan 4 di Bandaraya Johor Bahru
  • J Hassan
  • R A Rashid
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Hassan, J., Rashid, R. A., & Shahrina, R. (2012). Ketagihan Penggunaan Internet Di Kalangan Remaja Sekolah Tingkatan 4 di Bandaraya Johor Bahru. Journal of Techinical, Vocational & Engineering Education, 6, 23-43.
Negative Impact Of Modern Technology To The Children's Life And Their Development
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  • A H Abdullah
Nahar, N., Sangi, S., Rosli, N., & Abdullah, A.H. (2018). Negative Impact Of Modern Technology To The Children's Life And Their Development. UMRAN-International. Journal of Islamic and Civilizatonal Studies, 5(1).
Online Game Addiction among Univesity Student
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  • S Zhu
Wang, L., & Zhu, S. (2011). Online Game Addiction among Univesity Student. International Degree Project. Retrieved on 10 Nov 2020 from: https://www.divaportal.org/smash/get/diva2:602320/FULLTEXT01.pdf
Mobile phone use amongst students in a university in
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Zulkefly, S. N., & Baharudin, R. (2009). Mobile phone use amongst students in a university in