ISSN: 2222-6990
Open access
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 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 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. Self-discipline is indeed a salient practice in facing the challenges of globalised technological culture we face today.
Aji, C. Z. (2012). Berburu rupiah lewat game online. Yogyakarta : Bounabooks.
American Academy of Sleep Medicine. (2016). Video game playing negatively influences adequate sleep and bedtimes: Over 67 percent of gamers reported missed sleep due to playing. ScienceDaily. Retrieved on 21 May 2020 from: www.sciencedaily.com/releases/2016/06/160613144656.html.
American Thoracic Society. (2019). What Is Sleep Deprivation? Care Med Vol. 199, P11-P12, ATS Patient Education Series.
Astro Awani. (2017).Ketagihan permainan video sebagai masalah kesihatan mental WHO. Retrieved on 10 Nov 2020 from: http://www.astroawani.com/berita-dunia/ketagihan-permainan-video-sebagai-m asalah-kesihatan-mental-who-164052.
Bakar, Z. A. (2008). Kemahiran ICT di kalangan guru pelatih IPTA Malaysia. Arah Pendidikan Sdn Bhd: Selangor.
Billieux, J., Thorens, G., Khazaal, Y., Zullino, D., Achab, S., & Van der Linden, M. (2015). Problematic Involvement in Online Games: A Cluster Analytic Approach. Computers in Human Behavior,(43), 242-250.
Born, J., Rasch, B., & Gais, S. (2006). Sleep to remember. The Neuroscientist 12(5), 410-424.
Bowers, A. J., & Berland, M. (2013). Does Recreational Computer Use Affect High School Achievement? Educational Technology Research and Development, 61(1), 51-69.
Brockmyer, J. H., Fox, C. M., Curtiss, K. A., McBroom, E., Burkhart, K. M., & Pidruzny, J. N. (2009). The development of the Game Engagement Questionnaire: A measure of engagemen in video game-playing. Journal of Experimental Social Psychology, 45(4), 624-634.
Calamaro, C. J., Mason, T. B., & Ratcliffe, S. J. (2009). Adolescents Living The 24/7 Lifestyle: Effects Of Caffeine And Technology On Sleep Duration And Daytime Functioning. Pediatrics, 123(6), e1005-e1010.
Chen, B., Liu, F., Ding, S., Ying, X., Wang, L., & Wen, Y. (2017). Gender differences in factors associated with smartphone addiction: A cross-sectional study among medical college students. BMC Psychiatry. Retrieved on 22 May 2020 from: https://doi.org/10.1186/s12888-017-1503-z
Chen, C. Y., Yen, J. Y., Wang, P. W., Liu, G. C., Yen, C. F., & Ko, C. H. (2016). Altered functional connectivity of the insula and nucleus accumbens in internet gaming disorder: A resting state fMRI study. European Addiction Research, 22(4): 192–200. Retrieved on 10 Nov 2020 from: https://doi.org/10.1159/000440716
Cheung, L. M., & Wong, W. S. (2011). The Effects of Insomnia and Internet Addiction on Depression in Hong Kong Chinese Adolescents: An Exploratory Cross-Sectional Analysis. Journal of Sleep Research Society,(20), 311-317.
Choi, K., Son, H., Park, M., Han, J., Kim, K., Lee, B., & Gwak, H. (2009). Internet Overuse and Excessive Daytime Sleepiness In Adolescents. Psychiatry and Clinical Neurosciences, 63(4), 455-462.
Choo, R. (2011). The cyber threat landscape: Challenges and future research directions. Journal of Computer and Security, 30 (2011) 719-71.
Freeman, C. B. (2008). Internet Gaming Addiction. The Journal Of Nurse Practitioners (JNP): 42-47
Gradisar, M., Wolfson, A. R., Harvey, A. G., Hale, L., Rosenberg, R. F., & Czeisler, C. A. (2013). The Sleep and Technology Use of Americans: Findings from the National Sleep Foundation's 2011 Sleep in America Poll. Journal of Clinical Sleep Medicine, 1291-1299.
Gokcearslan. (2018). Smartphone addiction, cyberloafing, stress and social support among university students: A path analysis. Children and Youth Services Review 91(2):47–54. Retrieved on 18 Jan 2020 from: https://doi.org/10.1016/j.childyouth.2018.05.036
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.
Hale, L., & Guan, S. (2015). Screen time and sleep among school-aged children and adolescents: a systematic literature review. Sleep Med Rev 21:50–58.
Haug, S., Castro, R. P. A. Z., Kwon, M. I. N., Filler, A., Kowatsch, T., & Schaub, M. P. (2015). Smartphone use and smartphone addiction among young people in Switzerland, 4(4): 299–307. Retrieved on 10 Nov 2020 from: https://doi.org/10.1556/2006.4.2015.037
Heo, J. Y., Kim, S. H., Han, M. A., & Ahn, Y. J. (2015). Correlation between smartphone addiction and quality of sleep among university school students, graduate students. The Journal of the Korea institute of electronic communication sciences, 10(6), 737-748.
Hershner, S. D., & Chervin, R. D. (2014). Causes and consequences of sleepiness among college students. Nature and science of sleep, 6: 73.
Hidayat, A. A. (2006). Pengantar Kebutuhan Dasar Manusia: Aplikasi Konsep dan Proses Keperawatan. Jakarta: Salemba Medika.
Horst, P. (1965). Factor analysis of data matrices. University of Washington.
Hysing, M., Harvey, A. G., Torgersen, L., Ystrom, E., Reichborn-Kjennerud, T., & Sivertsen, B. (2014). Trajectories and predictors of nocturnal awakenings and sleep duration in infants. Journal of Developmental & Behavioral Pediatrics,35(5), 309-316.
Irwin, M. (2002). Effects of sleep and sleep loss on immunity and cytokines. Brain, behavior, and immunity, 16(5), 503-512.
Jap, T., Tiatri, S., Jaya, E. S., & Suteja, M. S. (2013). The development of Indonesian online game addiction questionnaire. PloS one, 8(4), e61098.
Kelly, W. E., Kelly, K. E., & Clanton, R. C. (2001). The relationship between sleep length and grade-point average among college students. College Student Journal, 35(1), 84-86.
Kim, M. G., & Kim, J. (2010). Cross-validation of reliability, convergent and discriminant validity for the problematic online game use scale. Computers in Human Behavior, 26(3), 389-398.
Kwon, M., Kim, D. J., Cho, H., & Yang, S. (2013). The smartphone addiction scale: development and validation of a short version for adolescents. PloS one, 8(12), e83558.
Malaysian Communications and Multimedia Commission. (2017). Handphone Users Survey 2017. Retrieved on 15 May 2020 from http://www.mcmc.gov.my.
Maquet, P. (1995). Sleep function (s) and cerebral metabolism. Behavioural brain research, 69(1-2), 75-83.
Mesquita, G., & Reimão, R. (2010). Quality of sleep among university students: effects of nighttime computer and television use. Arquivos de neuro-psiquiatria, 68(5), 720-725.
Mok, J. Y., Choi, S. W., Kim, D. J., Choi, J. S., Lee, J., Ahn, H., & Song, W. Y. (2014). Latent class analysis on internet and smartphone addiction in college students. Neuropsychiatric disease and treatment, 10, 817–827. Retrieved on 10 Nov from:
https://doi.org/10.2147/NDT.S59293
Moorcroft, W. H., & Belcher, P. (2005). Understanding sleep and dreaming. Springer.
Morin, C. M., Belleville, G., Bélanger, L., & Ivers, H. (2011). The Insomnia Severity Index:psychometric indicators to detect insomnia cases and evaluate treatment response. Sleep, 34(5), 601-608.
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).
Orzech, K. M., Salafsky, D. B., & Hamilton, L. A. (2011). The state of sleep among college students at a large public university. Journal of American College Health, 59(7), 612-619.
Orze?-Gryglewska, J. (2010). Consequences of sleep deprivation. International journal of occupational medicine and environmental health 3(1), 95–114.
Peltzer, K., & Pengpid, S. (2016). Sleep duration and health correlates among university students in 26 countries. Psychology, health & medicine, 21(2), 208-220.
Peracchia, S., & Curcio, G. (2018). Exposure to video games: effects on sleep and on post-sleep cognitive abilities. A sistematic review of experimental evidences. Sleep Science, 11(4), 302–314. Retrieved on 10 Nov from: https://doi.org/10.5935/1984-0063.20180046
Steinberg, L. (2004). Risk taking in adolescence: what changes, and why?. Annals of the New York Academy of Sciences, 1021(1), 51-58.
Suganuma, N., Kikuchi, T., Yanagi, K., Yamamura, S., Morishima, H., Adachi, H. & Takeda, M. (2007). Using electronic media before sleep can curtail sleep time and result in self-perceived insufficient sleep. Sleep and Biological Rhythms,5 (3), 204-214.
Suen, L. K., Tam, W. W., & Hon, K. L. (2010). Association of sleep hygiene-related factors and sleep quality among university students in Hong Kong. Hong Kong Med Journal, 16(3), 180-5.
Syracuse University. (2007).Online Multiplayer Video Games Create Greater Negative Consequences, Elicit Greater Enjoyment than Traditional Ones. ScienceDaily.
Tang, C. S. K., Koh, Y. W., & Gan, Y. (2017). Addiction to internet use, online gaming, and online social networking among young adults in China, Singapore, and the United States. Asia Pacific Journal of Public Health, 29(8), 673-682.
Taylor, D. J., & Roane, B. M. (2010). Treatment of insomnia in adults and children: a practice?friendly review of research. Journal of Clinical Psychology, 66(11), 1137-1147.
Tsai, L. L., & Li, S. P. (2004). Sleep patterns in college students: Gender and grade differences. Journal of psychosomatic research, 56(2), 231-237.
Twenge, J. M., Krizan, Z., & Hisler, G. (2017). Decreases in self-reported sleep duration among US adolescents 2009–2015 and association with new media screen time. Sleep medicine, 39, 47-53.
Van den Bulck, J. (2004). Television viewing, computer game playing and Internet use and self-reported time to bed and time out of bed in secondary-school children. Sleep, 27(1), 101-104.
Van den Bulck, J. (2004). Media Use and Dreaming: The Relationship Among Television Viewing, Computer Game Play, and Nightmares or Pleasant Dreams. Dreaming, 14(1), 43.
Van den Bulck, J. (2007). Adolescent Use of Mobile Phones for Calling and for Sending Text Messages After Lights Out: results from a prospective cohort study with a one-year follow-up. Sleep, 30(9), 1220-1223.
Van Maanen, A., Dewald-Kaufmann, J. F., Oort, F. J., de Bruin, E. J., Smits, M. G., Short, M. A., & Meijer, A. M. (2014). Screening for sleep reduction in adolescents through self-report: Development and validation of the sleep reduction screening questionnaire (SRSQ). In Child & Youth Care Forum (Vol. 43, No. 5, pp. 607-619). Springer US.
Wang, L., & Zhu, S. (2011). Online Game Addiction among Univesity Student. International Degree Project. Retrieved on 10 Nov 2020 from: https://www.diva-portal.org/smash/get/diva2:602320/FULLTEXT01.pdf
Weaver, E., Gradisar, M., Dohnt, H., Lovato, N., Douglas, P. (2010). The effect of presleep video- game playing on adolescent sleep. Journal Clin Sleep Med, 6(2):184–189.
Zulkefly, S. N., & Baharudin, R. (2009). Mobile phone use amongst students in a university in Malaysia: its correlates and relationship to psychological health. European Journal of Scientific Research, 37(2), 206-218.
In-Text Citation: (Noor et al., 2021)
To Cite this Article: Noor, H. M., Omar, M. A., Ramli, A. M., & Wong, M. S. C. (2021). The Effect of Online Gaming on the Students’ Sleeping Pattern: A Case Study in University Malaysia Sabah. International Journal of Academic Research in Business and Social Sciences, 11(5), 139–155.
Copyright: © 2021 The Author(s)
Published by HRMARS (www.hrmars.com)
This article is published under the Creative Commons Attribution (CC BY 4.0) license. Anyone may reproduce, distribute, translate and create derivative works of this article (for both commercial and non-commercial purposes), subject to full attribution to the original publication and authors. The full terms of this license may be seen at: http://creativecommons.org/licences/by/4.0/legalcode