Proceedings of the 2nd International Conference on Design Industries & Creative Culture, DESIGN DECODED 2021, 24-25 August 2021, Kedah, Malaysia

Research Article

Screen Addiction: Analysis of Video Game User Motivation and Interface Preference

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  • @INPROCEEDINGS{10.4108/eai.24-8-2021.2315012,
        author={Syahrini Shawalludin and Mageswaran A/L Sanmugam and Siti Nazleen Abdul Rabu},
        title={Screen Addiction: Analysis of Video Game User Motivation and Interface Preference},
        proceedings={Proceedings of the 2nd International Conference on Design Industries \& Creative Culture, DESIGN DECODED 2021, 24-25 August 2021, Kedah, Malaysia},
        publisher={EAI},
        proceedings_a={DESIGN-DECODED},
        year={2022},
        month={3},
        keywords={digital technology video game addiction user motivation user interface},
        doi={10.4108/eai.24-8-2021.2315012}
    }
    
  • Syahrini Shawalludin
    Mageswaran A/L Sanmugam
    Siti Nazleen Abdul Rabu
    Year: 2022
    Screen Addiction: Analysis of Video Game User Motivation and Interface Preference
    DESIGN-DECODED
    EAI
    DOI: 10.4108/eai.24-8-2021.2315012
Syahrini Shawalludin1,2,*, Mageswaran A/L Sanmugam2, Siti Nazleen Abdul Rabu2
  • 1: Faculty of Art & Design, Universiti Teknologi Mara, Kedah Branch
  • 2: Centre For Instructional Technology & Multimedia, Universiti Sains Malaysia, 11800 Penang, Malaysia
*Contact email: syahrini@uitm.edu.my

Abstract

According to some, video games are an excellent source of entertainment; and according to some, video games are better than watching television due to the interactivity when playing them. Video games are also defined as a form of digital entertainment that engages its audience through gameplay. Today's people are captivated by computers and video games, especially mobile games. Some studies have recognized that they have been helpful in various spheres of life, and the reach is undeniable whereby the hours spent on video games may result in video game addiction. This study attempts to define the factor of video game addiction through an analysis questionnaire focusing on two variables: user motivation and user preference. A questionnaire was distributed for the analysis to 577 respondents from higher education universities. This study also, directly and indirectly, contributes to the body of knowledge in gamification and contribution to create a model or framework for game-based learning.