KNOW!
,Key Topics to Focus On
1. Cyberbullying
○ Government Measures: What laws and regulations have been introduced to
tackle cyberbullying? For example, Malaysia's MCMC (Malaysian
Communications and Multimedia Commission) regulations on online harassment.
○ School Programs: Anti-bullying campaigns, digital literacy education.
○ Parental Involvement: Monitoring online activity and educating children about
cyber safety.
○ Case Study Critique: Be ready to analyze and criticize solutions, such as
government legislation, school programs, and parental involvement, in
addressing cyberbullying.
2. Internet Gaming Disorder (IGD)
○ Symptoms of IGD: Be familiar with the symptoms as outlined by DSM-5, such as
preoccupation with gaming, withdrawal symptoms, and loss of interest in other
activities.
○ Impact on Mental Health: How IGD can contribute to social isolation, academic
issues, and mental health problems like anxiety or depression.
○ Should IGD be included in DSM?: Be prepared to critically evaluate whether
IGD should be formally recognized as a mental health disorder and discuss the
implications of such recognition.
○ Treatment Approaches: Investigate the potential of e-therapy in treating IGD,
and compare it to traditional therapy methods.
3. E-Therapy (Online Therapy)
○ Definition and Types: Be familiar with different forms of e-therapy, including
text-based therapy, video conferencing, and web-based therapy platforms.
○ Benefits and Challenges: Understand the pros and cons of e-therapy, such as
increased accessibility, flexibility, and potential privacy concerns.
○ Use in Treating Disorders: Focus on how e-therapy could be applied to treat
mental health issues like IGD, anxiety, or depression.
4. Online Consumer Behavior
○ Psychological Impact: Discuss how factors like convenience, online reviews,
and advertisements influence online shopping behavior.
○ Impulse Buying: Why is impulse buying more common in online shopping than
in-store shopping? Consider factors like ease of access, marketing strategies,
and the role of social media.
5. Mental Health and Social Media
○ Impact on Self-Esteem and Body Image: How social media platforms can
influence mental health, especially regarding self-esteem, body image, anxiety,
and depression.
○ Strategies for Mitigation: How can the negative impacts of social media on
mental health be reduced? Discuss strategies like digital detoxes, limiting screen
time, and using platforms that promote mental well-being.
6. Theories Related to Cyber Behavior
○ Cyberpsychology: Understand how problematic online behavior (such as
cyberbullying or IGD) affects mental health, including identity development and
self-esteem.
○ IGD and Social Isolation: Investigate how excessive screen time or gaming can
lead to social isolation and emotional consequences.
, ○ Cyberpsychological Theories: Be prepared to discuss how theories such as
identity development or self-presentation theory can explain behaviors seen
in cyberbullying, online gaming, and other online interactions.
Exam Prediction:
Section A (75 Marks)
1. 10 Marks (LOTS - Lower Order Thinking Skills):
○ You may be asked to list out key points on cyberbullying, IGD symptoms, or
e-therapy types. Example: List the symptoms of Internet Gaming Disorder (IGD)
as per DSM-5. Example: List the key measures taken by governments, schools,
and parents to address cyberbullying.
2. 20 Marks (MOTS - Middle Order Thinking Skills):
○ Questions will require deeper discussion, illustration, and explanation. Example:
Illustrate the psychological impact of online shopping on consumer behavior.
Example: Compare and contrast the motivations behind cyberbullying vs. cyber
trolling. Example: Explain how social media impacts self-esteem and mental
health, and discuss strategies to mitigate negative effects.
3. 25 Marks (HOTS - Higher Order Thinking Skills):
○ Criticize, Analyze, Justify, and Create Frameworks for evaluating solutions or
concepts. Example: Criticize the effectiveness of the Malaysian government's
current measures in combating cyberbullying. Example: Investigate how
e-therapy can help in treating Internet Gaming Disorder (IGD) and justify whether
it’s a viable solution. Example: Criticize the classification of IGD in DSM-5 and
argue whether it should be officially recognized as a mental health disorder.
Section B (25 Marks)
● In this section, you may be given a case study or data (like graphs) and asked to
illustrate, predict, criticize, and examine different points of view. Example:
○ Illustrate the trends in cyberbullying cases over the last five years, predict future
trends, and discuss different viewpoints (e.g., from victims, parents, government).
○ Criticize the measures taken to address IGD, and analyze whether these efforts
are sufficient, providing examples of improvements.
Key Focus Areas for Success:
1. Cyberbullying and Solutions: Be prepared to critically evaluate the effectiveness of
current solutions (laws, school programs, and parental involvement).
2. Internet Gaming Disorder (IGD): Know the symptoms, debate its inclusion in the DSM,
and investigate treatment options, especially e-therapy.
3. Online Consumer Behavior: Understand how psychology and marketing influence
consumer behavior online, especially impulse buying.
, 4. Social Media and Mental Health: Analyze how social media platforms impact mental
health, and explore strategies to mitigate negative effects.
Additional Study Tips:
● Use real-world examples and statistics to back up your arguments, especially in
HOTS questions. Citing studies or case studies (such as the impact of social media on
mental health) will strengthen your responses.
● Understand the implications of concepts like IGD being included in DSM-5, and how
e-therapy might be a solution for disorders like IGD or anxiety.
● Critique current measures and solutions—focus on identifying gaps, weaknesses, and
areas for improvement.
By focusing on these key areas, you will be well-prepared for both the MOTS and HOTS
questions, which require deep analysis, evaluation, and critical thinking.
Additional Focus Areas:
1. Creating Awareness Plans: Students may be asked to design or critique plans for
raising awareness on cyber issues like cyberbullying, problematic online behavior,
and IGD.
2. Problematic Behavior in Cyber Psychology: Analysis and discussion of
problematic behaviors online, including theories related to issues like IGD and
how e-therapy might address these.
3. Internet Gaming Disorder (IGD): Students will explore whether IGD should be
included in DSM and its broader implications, particularly in relation to addiction,
behavior modification, and treatment options.
4. Cyberbullying Case Study: A real or hypothetical case study will be provided, and
students will be tasked with criticizing existing solutions from the government,
parents, and schools in addressing the issue.
Internet Gaming Disorder (IGD) and e-Therapy
Internet Gaming Disorder (IGD)
Definition:
● IGD is characterized by excessive, compulsive gaming behavior that interferes
with daily life, social functioning, and work or education. It has been considered a
potential behavioral addiction, and there is ongoing debate about whether it
should be included in the Diagnostic and Statistical Manual of Mental Disorders
(DSM).
Key Symptoms:
● Preoccupation with gaming: Thinking about gaming or planning the next gaming
session even when not playing.