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Video game addiction is a real mental health condition affecting millions of people around the world.

There are two distinct sorts of video games, as well as two distinct forms of video game addictions. Standard video games are usually intended for a single player with a specific aim or mission, such as rescuing a princess. In these games, addiction is frequently linked to completing an objective or reaching a high score or pre-set criteria.

Online multiplayer games are linked to the second sort of video game addiction. These games are played online with other people and are particularly addictive due to the lack of a conclusion. Gamers who suffer from this addiction love inventing and momentarily taking on the role of an online character. As an escape from reality, they frequently form relationships with other online players. For some, this group may be the only place where they feel accepted.

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The World Health Organization recognizes it as “Gaming Disorder” in their International Classification of Diseases (ICD-11) as “a pattern of persistent or recurrent gaming behaviour, which may be online or offline, manifested by impaired control over gaming, increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities and continuation or escalation of gaming despite the occurrence of negative consequences.”

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1. Siti Shamimi Najwa binti Shamsul Baharin (215306)
2. Nur Hanisah binti Abd.Aziz (213980)
3. Sri Sofea bt Ridzuan (215339)
4. Siti Nur Aqilah binti Md Zan (215246)
5. Siti Aminah Hanani bt Suhaimi (215171)
6. Nurliza binti Mammat (214550)

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1) Adair, C. (2020, October 8). Video Game Addiction –   Treatment, Symptoms, and Causes. Game Quitters. Retrieved from February 17 https://gamequitters.com/video-game-addiction/

2) Kamal, N. S. Z., & Wok, S. (2020). The Impact of Online Gaming Addiction on Mental Health among IIUM Students. International Journal of Heritage, Art and Multimedia, 3 (11), 01-20. Retrieved from February 17 http://www.ijham.com/PDF/IJHAM-2020-11-12-01.pdf

3) Insan, S. (2020, November 27). Kesan positif dan negatif permainan video terhadap remaja. SUARA INSAN. Retrieved from February 17
https://www.suarainsan.com.my/kesan-positif-dan-negatif-permainan-video-terhadap-remaja/

4) Video Game Addiction Symptoms, Causes and Effects. (n.d.). PsychGuides.Com. Retrieved from February 17 https://www.psychguides.com/behavioral-disorders/video-game-addiction/

5)Addiction, V. G. (2021b, September 8). Social Consequences of Gaming Addiction. Video Game Addiction. Retrieved from February 17
https://www.video-game-addiction.org/social-consequences.html

6)how to end a video game addiction, Lauren Urban, LCSW and Megaera Lorenz, 5th July of 2021
https://www.wikihow.com/End-a-Video-Game-Addiction

7) Matera, Bryan D. (2009).The Effects of Rewards and Punishments on Motivations of the Elementary School Student.
Retrieved from 5 March
https://eric.ed.gov/?id=ED515918

8) Sri Andriani Sidin. (2020).The Application of Reward and Punishment in Teaching Adolescents.
Retrieved from 5 March
https://www.atlantis-press.com/article/125954689.pdf

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Playing video games casually can be a great way to unwind and have fun. But if you're so fixated on gaming that it feels like it's taking over your life, you may have a video game addiction. A gaming addiction is no joke-in 2018, the World...

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Online games are often played by people who have emotional distress. In the long term, heavy usage can isolate people from real-life relationships, leading to a more serious mental health issue: depression (King & Delfabbro, 2016). A previous study supported a positive relationship between online gaming addiction and depression (Liu et al., 2018). Similarly, Wang, Sheng, and Wang (2019) revealed that online gaming addiction leads to severe depression. Therefore, this indicates that there is a positive relationship between online gaming addiction and depression.

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Playing video games for long periods of time can have a negative impact on your teen's academic achievement. According to suarainsan.com, greater time spent playing video games on a screen is linked to poor academic achievement. According to one study, 47% of heavy online gamers received poor scores, while 23% of light users performed better.

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People are starting to use the Internet in greater numbers these days. Simultaneously, online games have grown increasingly popular among the younger generation, resulting in the global spread of online gaming addiction. Young people begin to play online games, as well as the effects of such games on young people.

Most games were only available on arcade machines in the early days of video games, which were not accessible 24 hours a day. Games are one of the most popular features of social networking sites these days, and they may be played on handheld game devices, personal computers, or smartphones almost continuously. Rich parallel worlds, multiple characters, and sophisticated plots have become commonplace in video games. Introverted children and teens may discover that connecting with "actual" peers may be avoided by communicating primarily with other online gamers, posing as characters with awe-inspiring abilities and gifts.

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Teenagers' health can be harmed by excessive gaming since they spend more time playing games than exercising. Children's health is affected as a result of this behaviour. Children may also skip meals and sleep in order to play games to which they are addicted. In the long run, constant light from a screen can harm a child's vision.

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1) Mobile Legend : Bang Bang

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2) Grand Theft Auto V

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3) Roblox

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Gaming addiction has very real social ramifications. Gamers who are addicted to the game spend so much time playing that their personal relationships suffer as a result. Addictive gamers who are married frequently put their marriages under strain as a result of their compulsive gaming.

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By the usage of the operant conditioning concepts primarily based totally at the reinforcement and punishment method, online game dependency may be decreased amongst adolescents. This is due to the fact human’s conduct has changed through reinforcement and punishment due to the fact they have a tendency to copy the behaviour that has an advantageous outcome.

Any event or stimulus that is followed by positive outcomes strengthens the reaction or increases the likelihood that the response will occur again is known as reinforcement. According to the principles of operant conditioning by B.F Skinner, rewarded behaviors will increase. Of particular concern is that most addictive substances and activities are immediately rewarding. Research has taught us that when we immediately reward a behavior people (and animals) learn it more quickly. For example such as a teacher, parent, or employer praise their student, children ore employee by saying or writing, "Good job" or "Excellent work." on their works. The social reinforcers that they get will make them happy.  So that they will tend to repeat it again and again in the future in order to gain pleasure.

Next, Any event or stimulus that is followed by unpleasant consequences weakens a response or reduces the likelihood of a response occurring again with unpleasant consequences is referred to as punishment. Punishment is more likely to lead to a reduction in behavior if it immediately follows the behavior and is consistently applied.  For instance, student complete their writing task because they know that they will  be caned by teacher if they do not complete their task. As a result, behaviour can be modified by operant training, which includes reinforcement and punishment.

In addition, cognitive behavioural therapy is the most frequent treatment for regaining self-control after an addiction. The addict will go through a number of stages to improve his or her gaming habits and thoughts of video games' importance. If the addiction is caused by another underlying problem, treatment can address that issue as well as teach the addict how to live with depression, stress, and anxiety.

Given the present level of attention and research paid to video game addiction compared to other addictions, there are very few support groups available to provide communal assistance. The Online Gamers Anonymous, a nonprofit organisation that offers a 12-step programme for recovering from video gaming addiction, is one of the most well-known organisations.

Online game addicts, on the other hand, can be treated utilising the operant conditioning idea and reinforcement. The patient will be educated about online game addiction, encouraged to make lifestyle changes, rewarded for progress, and supported when problems emerge.
As a result, rewards and punishments are used in behavioural therapy to enhance positive conduct while lowering undesirable behaviour.

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Past research has shown that rewards and punishments imposed on elementary school students may contribute to increases in student motivation and academic achievement. However, alternative research findings indicate that students may exhibit temporary compliance with such external stimuli and may not develop intrinsic motivation to perform well academically over an extended time frame. The purpose of this study was to understand and discover how students responded motivationally when teachers issued rewards and punishments (such as candy for a reward; detention for a punishment). This qualitative case study examined the use of rewards and punishments and how such stimuli impacted motivational responses among 25 6th grade students. Guided by a conceptual framework rooted in phenomenological psychology, research questions examined participants' motivations as a result of rewards and punishments imposed on them in the academic setting and their responses to these rewards and punishments. Data from classroom observations, interviews, and an open ended survey were collected from a sample population of 12 female and 13 male 6th-grade regular education students. These data were then analysed and coded using categorical analysis in which categorical patterns were established related to motivation. The overarching finding in the study was that when the teacher no longer provided rewards and punishments, student behaviour changed or reverted back to its original form. Thus, motivation to perform academically did not appear to be impacted long-term. A recommendation for practice is that teachers might alter their motivational practices so as to better instruct students and heighten their intrinsic motivation levels. Social change implications are that a motivational environment with both extrinsic and intrinsic rewards may lead to improved student academic performance within the classroom and a greater commitment to learning and knowledge acquisition in general.

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Game addiction among teenagers can be addressed by employing operant training techniques based on the reinforcement and punishment method. This is due to the fact that humans' behaviour is influenced by reinforcement (reward) and punishment because they tend to repeat conduct that has a positive outcome (reward) and avoid behaviour that has a negative outcome (punishment).In conclusion, teenagers will change their attitudes by reducing playing video games to get rewards from their parents as well as to prevent them from getting punished

Thus if individuals who have an online game dependency are possible to be punished like can't exit for every week through their figure for gambling video games for too long, they'll research that the results of gambling online games will bring about the punishment so they'll try and prevent the behaviour to keep away from being punished. Then if the dad and mom provide them rewards like pocket cash or heat reward due to the fact they're capable of managing themselves from gambling video games, they'll additionally repeat that behaviour to enjoy the praise again.

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In a nutshell, online game addiction affects teenagers all over the world when their behaviour becomes obsessive as a result of their inability to manage or establish limits while playing games. This addiction gets worse after teens leave daily life and forget their role as a student. This will make their education get worse and impact their academic achievement. On the other hand, teenagers who are addicted to games will lead to more serious mental health issues like depression. Not only that,  they also can be harmed by excessive gaming since they spend more time playing games than exercising. As the operant conditioning idea can affect behaviour, reinforcement and punishment methods can be used in this situation. Furthermore, this technique has been demonstrated to be beneficial since teenagers tend to repeat behaviours that give them pleasure, which is reinforcement, while limiting behaviour that is unpleasant to them, which is punishment. As a result, the operant conditioning notion of reinforcement and punishment is an efficient option for altering the behaviour of teenagers who are addicted to games.

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Other than that, there is also one study that has been conducted to investigate the effects of reward and punishment on students' learning. A study was done by looking at several aspects of rewards and punishment practised by teachers in Surakarta. In his research, the award was given because the students had shown progress in their efforts by

giving some interesting gifts, applause and expression and

a high score to the students. Regarding the punishment

implementation, kinds of punishment implemented were self-introduction in front of the class, singing in front of the classroom and squad jump. The punishment was given because the students gave less than the maximum for his efforts. This study further reveals that giving rewards and penalties

provide contribution in teaching English and have automatically got positive responses from the students. Because of the rewards and punishment, the students have

been more enthusiastic in learning. They found learning activities fun, happy and exciting. They also looked more motivated and more diligent to study English. However, The students' responds on the use of punishments in teaching English, students are embarrassed, students are

less optimistic and worried about it.

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By satisfying conditions, rewards or reinforcements are expected to prevent game addiction among children, and learning is thought to be boosted even more. As a result, if teenagers know that completing a specific task would result in a reward, they will be motivated to work hard in order to obtain the reward. From this, teenagers will reduce the time to play games as they try to complete the work given by the teacher in order to get a reward from their teacher. As a result, it can reduce the teenager’s attitude of being addicted to games as they are busy completing their homework given by the teacher. This is because rewards can promote a change in interest, resulting in an activity that was before hated becoming enjoyable, and the interest can persist for a long period

Research also shows that reward has become a good method for the improvement of student achievement. An experiment by Hurlock on the relative effectiveness of these forms of rewards showed that school mathematics improved under praise (Ilegbusi, 2013).  From another experiment, Ilegbusi (2013) believed that teacher that encouraged warm praise for students' works will increase their motivations, and their scores increased. The praised group continued to work even when the teacher was away and got along better as a team. Student achievement truly can be improved through the application of rewards. As a result, teenagers will spend less time playing games and more time doing exercise to get a better achievement in their studies. In a nutshell, rewards can be a motivation for teens to work harder in studies and can reduce them from always playing games as they want to get rewards from the teachers.

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Punishment always has the effect of reducing behaviour. Positive punishment involves adding an unpleasant stimulus to a behaviour, such as a spanking or additional housework, in order to reduce it. Meanwhile, negative punishment is removing a pleasurable stimulus in order to reduce a behaviour, such as lowering the allowance. This strategy is used to reduce the behaviour so that it does not occur again. As a result, in this scenario, enforcing punishment may help to lessen teenagers' addiction to always playing games. For example, parents can add more rules for their children who are addicted to playing games (positive punishment). For the child who frequently misbehaves, adding additional house rules might be an incentive to change behaviour. Not only that, parents can confiscate the phone (negative punishment) so that their children could not play games anymore