z-logo
open-access-imgOpen Access
ONLINE GAME: CURRENT TREND AMONG MALAYSIAN SECONDARY SCHOOL'S STUDENT
Author(s) -
Wan Muhammad Iskandar Firdaus Wan Ahmad,
Siti Munirah Mohd,
Amelia Natasya Abdul Wahab,
Nurhidaya Mohamad Jan,
S.K. Kamarudin,
Hatika Kaco
Publication year - 2022
Publication title -
international journal of education, psychology and counseling
Language(s) - English
Resource type - Journals
ISSN - 0128-164X
DOI - 10.35631/ijepc.745037
Subject(s) - psychology , battle , addiction , medical education , medicine , geography , archaeology , neuroscience
Online gaming is a very popular electronic game among the 21st-century generation now. This century's generation prefers to play to fill their free time. One of the factors contributing to this trend of electronic games is the stress factors experienced by students. Among the effects of these electronic games are causing addiction and health problems such as antisocial and depression. Thus, the main purpose of this study is to look at the trends of online gaming from the aspect of the types of games and the time allocated for each type of game played. This study can be achieved by implementing an online questionnaire distributed to secondary school students who play online games throughout Malaysia. Findings from the questionnaire that has been implemented: female students spend more time than male students. The game MultiPemain Online Battle (Multiplayer Online Battle Arena, MOBA) is an online game that is very popular among high school students. In conclusion, female students are no exception to playing online games previously pioneered by male students. MOBA is the type of game most preferred by secondary school students throughout Malaysia.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here