Online games among adolescents : a study of time displacement on family, academic and religious obligations /
The purpose of this study was to investigate the online game playing phenomenon and its effects on family, academic, and religious obligations among Muslim adolescents between the ages of 13 and 15 in the Gombak district, Selangor. This study was guided by three research questions, which were: (1)...
Saved in:
Main Author: | |
---|---|
Format: | Thesis |
Language: | English |
Published: |
Kuala Lumpur :
Kulliyyah of Islamic Revealed Knowledge and Human Sciences, International Islamic University Malaysia,
2015
|
Subjects: | |
Online Access: | Click here to view 1st 24 pages of the thesis. Members can view fulltext at the specified PCs in the library. |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Summary: | The purpose of this study was to investigate the online game playing phenomenon and its effects on family, academic, and religious obligations among Muslim adolescents between the ages of 13 and 15 in the Gombak district, Selangor. This study was guided by three research questions, which were: (1) Why do students play online games? (2) What is the state of the online gaming phenomenon among Muslim pupils attending lower secondary schools in Gombak? (3) Do online gaming patterns displace the time otherwise spent on family, education and religious obligations? Time Displacement Theory (Putnam, 1995) was used as the theoretical framework of the study. Given the nature of the study which sought to better understand the phenomenon of online gaming among adolescent Muslims, it seemed befitting to undertake a methodology that capitalized on threads of conversation to yield rich and meaningful data. Focus group interviews were conducted with informants representing the three age groups: Age 13 (Form 1), 14 (Form 2) and 15 (Form 3). Online gaming activity is said to be prevalent among adolescents thus justifying the selection of this age group as participants in the study. The analysis of the three focus group interviews yielded 11 salient themes which were: (1) Reasons and Motivation, (2) Sense of Achievement, (3) Wherewithal, (4) Bond of Attachment, (5) Cynosure of Mind (6) Parents Awareness, (7) Online gaming popularity, (8) Online games versus academic, (9) Sense of chronemics, (10) Truancy, and (11) Time displacement. The results confirmed that online gaming has displaced time for family, academic and religious obligations. |
---|---|
Physical Description: | xii, 143 leaves : ill. ; 30cm. |
Bibliography: | Includes bibliographical references (leaves 132-140). |