In Malaysia, floods are often considered a normal phenomenon in the lives of some communities, which can sometimes cause disasters to occur beyond expectations, as shown during the flood of 2014. The issue of flood disasters, which particularly impacts SDG 13 of the integrated Sustainable Development Goals (SDGs), still lacks widespread attention from sociology researchers in Malaysia. Similarly, questions related to the welfare of victims, especially in regards to aspects of disaster management from a humanitarian perspective, are still neglected. This study aims to identify the adaptive actions through a solution from a humanitarian perspective in managing flood disaster risks. For the purpose of obtaining data, this study used a qualitative approach with a case study design. Data were collected using in-depth interviews and non-participant observation methods. A total of ten experts, consisting of the flood management teams involved in managing the 2014 flood disaster in Hulu Dungun, Terengganu, Malaysia, were selected through a purposive random sampling method. The results showed that adaptive actions in managing flood disaster risks from a humanitarian point of view include the provision of social support, collective cooperation from the flood management teams, and adaptation efforts after the floods.
30 June 2021 in Pertanika Journal of Social Sciences and Humanities
This article discusses the challenges experienced by female athletes in esports. Esports is categorized as a male-dominated sport. Since most of the players are male, female athletes struggle to sustain their careers. A qualitative approach was used where ten women who were actively involved in esports were interviewed. The respondents selected through the purposive sampling method were active in esports, representing esports team/club, and involved in massively multiple online role-playing games (MMORPG). Data were analyzed using thematic analysis and presented descriptively and narratively. The findings indicated gender stereotyping women as not competitive at MMORPG, sexually explicit comments from male opponents, communication issues, especially with male players, and the perception that women are not suitable to play the extreme, aggressive and masculine type of online games. The game features are more significant to men compared to women, who are often associated with femininity. Indirectly, such impressions hamper the opportunity for women to be more active and progressive in esports.
25 November 2019 in Malaysian Journal of Society and Space
Integriti akademik dalam kalangan mahasiswa Universiti Kebangsaan Malaysia (UKM) (Academic integrity among National University of Malaysia (UKM) students)
27 September 2021 in Pertanika Journal of Social Sciences and Humanities
In Malaysia, bisexuality is considered taboo because it is against the values and norms of society. Bisexual men may attempt to integrate by entering the institution of marriage with their partners. This study aims to discuss the factors that encourage bisexual men to choose to marry heterosexual women. A total of 15 informants consisting of bisexual men who had been married to women for more than five years were interviewed in depth. The results of the study are divided into two main themes: internal and external factors. The internal factors include (i) love for their partner; (ii) the desire to have children; iii) wanting to eradicate the “homosexuality" inside themselves; and (iv) religious motivation. Meanwhile, the external factors include (i) family pressure; and (ii) the spouse's insistence. Overall, this study is highly relevant to the field because it provides significant input to enhance the understanding of the phenomenon of bisexual men who marry heterosexual women, especially in Malaysia, to avoid threats and discrimination against them. In addition, the results could be used by certain parties―such as individuals, social support centers, and the government―when addressing issues related to this phenomenon in the future.
11 December 2020 in Jurnal Komunikasi, Malaysian Journal of Communication
Artikel ini membincangkan mengenai stereotaip gender yang dialami oleh pemain e-sukan wanita. Isu mengenai stereotaip gender terjadi kerana e-sukan dikategorikan sebagai sukan yang didominasi oleh kaum lelaki kerana majoriti pemain terdiri daripada kaum lelaki. Bagi wanita yang memilih untuk menjadi sebahagian daripada industri e-sukan, mereka tidak dapat lari daripada elemen stigma, label dan seterusnya stereotaip hanya disebabkan gender mereka berbeza. Bagi menjawab isu ini, pendekatan kualitatif menggunakan temu bual mendalam telah dilakukan ke atas tujuh orang wanita yang terlibat aktif di dalam e-sukan. Informan tersebut dipilih melalui persampelan bertujuan dengan ciri-ciri spesifik iaitu wanita, terlibat di dalam e-sukan dan menjadi pemain bagi sesebuah pasukan/kelab e-sukan dan terlibat dalam permainan jenis berperanan berganda (MMOPRGs). Data dianalisis menggunakan analisis tematik dan dipersembahkan secara deskriptif dan naratif. Hasil kajian menunjukkan terdapat beberapa jenis stereotaip yang menjadi cabaran serta halangan kepada pemain wanita ini untuk terus berjaya di dalam kerjaya sebagai seorang professional ‘gamers’. Stereotaip gender seperti wanita tidak pandai bermain MMOPGRs, komen berbau seksis serta lucah juga pernah diterima, tiada komunikasi yang baik antara pemain lelaki dan wanita dan tanggapan bahawa wanita tidak sesuai bermain permainan tersebut kerana kebanyakan permainan berganda ini bersifat ekstrem, agresif dan maskulin. Ciri-ciri permainan tersebut lebih signifikan kepada lelaki berbanding dengan wanita yang seringkali dikaitkan dengan sifat feminin. Secara tidak langsung, tanggapan seperti itu sedikit sebanyak menyekat peluang wanita untuk bergerak lebih aktif dan maju di dalam e-sukan berbanding lelaki. Kata kunci: Wanita, e-sukan, sosialisasi, gender, stereotaip gender, sosiologi.